Year: 1990
Class: Wide release
Genre: Shooter
Conversion class: Capcom CPS - JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 384 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple Player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· M68000: 10 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2151: 3.58 MHz (audio)
· OKI6295: 0.008 MHz (audio)
- TIPS & TRICKS:
*General tips*
Your airplane doesn't lose energy when it collides with cliffwalls, buildings etc. Instead it will rotate a bit after
such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting,
your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure.
- SERIES:
1. 1942
2. 1943 - The Battle of Midway
3. 1943 Kai - Midway Kaisen
4. 1941 - Counter Attack
5. 19XX - The War Against Destiny
6. 1944 - The Loop Master
- STAFF:
Planner: Poo, Rekite
Object: S. Thing, Yokota Yokozo, Terukun, Kuribow
Scroll: Sadakichi, Marilyn, Yuki, Kintarou, Harusan
Character Support: Akiman
Character Coordinator: Rekite
Character Effect: Yokota Yokozo
Sound Composer: Hifumi
Programmer: Makkow, Babel-2, Dome
Game Analyser: Nin, Doda Nda Uda
Director: Kihaji Okamoto
Arkanoid (World)
Year: 1986
Class: Wide release
Genre: Ball and paddle
Conversion class: Taito Classic
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used: 512
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player ambidextrous
· Control: dial
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· M68705: 0.5 MHz (cpu)
· AY-3-8910: 1.5 MHz (audio)
NOTE: Licensed to Romstar for US distribution (12/1986).
Some bootlegs of this game are known as "Block" and "Paddle 2".
The Japanese version supports cocktail mode whereas the others don't.
Game designed by Akira F. (AKR).
Programmed by Yasumasa Sasabe (SSB)
Director of hardware & co-programmer: Toshiyuki Sanada (SND)
Assistant programmer: Toru T. (TOR)
Graphic designer: Onijust. H. (ONJ)
Sound composer: Hisayoshi Ogura
Sound effects: Tadashi Kimijima
Pattern designer: A. Iwai
Arkanoid Returns (World, U.S.A., Japan)
Year: 1997
Class: Wide release
Genre: Ball and paddle
Conversion class: Taito F3 System - JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 232 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· 68EC020: 16 MHz (cpu)
· ES5505: 16 MHz (audio)
Planner: Atushi Taniguchi, Yuji Koga
Programmed by: I.T.L.
Program Support: Shunsuke Ono
Character Designers: Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa
Sound: Yack., Babi
Designer: Kumi Mizobe
Arkanoid: Revenge of Doh (World, U.S.A.,
Japan)
Year: 1987
Class: Wide release
Genre: Ball and paddle
Conversion class: JAMMA+
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 X 256 60 Hz
· Colours used: 512
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player ambidextrous
· Control: dial
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 8 MHz (cpu)
· Z80: 6 MHz (cpu)
· YM2203: 3 MHz (audio)
NOTE: The pulse outputs from the rotary controller are mapped to the left and right inputs on the
JAMMA connector. If the paddle moves left when the control is rotated to the right (and vice-versa), swap the two
pulse lines around and things should work fine.
Directed & Programmed by Y. Sasabe.
Assistant Programmer: T. Tsukano, H. Hashimoto
Graphic Designer: T. Kitagawa, K. Igarashi, G. Kuriki
Sound Designer: H. Ogura
Publicity Supervisor: H. Nakane
Mechanical Engineer: Y. Hatsuda
Game designed by Kei. S
Bomb Jack Twin
Year: 1993
Class: Wide release
Genre: Platform
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 384 60 Hz
· Colours used: 1024
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player ambidextrous
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 10 MHz (cpu)
· OKI6295: 0.024 MHz (audio)
· OKI6295: 0.024 MHz (audio)
NOTE: In TEST-MODE press player 2 buttons 1+2 during reset. "Ready?" will appear and then
press player 1 buttons in this sequence: 2, 2, 2, 1, 1, 1, 2, 2, 2 and 1, 1, 1. The release date of this program will
appear.
- SERIES:
1. Bomb Jack
2. Bomb Jack Twin
Bubble Bobble
(World, U.S.A.)
Bubble Bobble
with mode select (U.S.A.)
Bobble Bobble
(bootleg)
Super Bobble Bobble
(bootleg)
Year: 1986
Class: Wide release
Genre: Platform
Conversion class: Taito Classic
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 256 X 224 60 Hz
· Colours used: 256
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified either (mono or stereo)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· Z80: 3 MHz (cpu)
· 68705: 2 MHz (cpu)
· YM2203: 3 MHz (audio)
· YM3526: 3 MHz (audio)
NOTE: Licensed to Romstar for US manufacture and distribution. (10/1986)
Some bootlegs of this game are known as Bobble Bobble, Miss Bubble 2, and Super Bobble Bobble.
Year: 1986
Class: Bootleg
Genre: Platform
Conversion class: unique
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 256 X 224 60 Hz
· Colours used: 256
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· Z80: 3 MHz (cpu)
· M68705: 2 MHz (cpu)
· YM2203: 3 MHz (audio)
· YM3526: 3 MHz (audio)
NOTE: When you take the clock, time doesn't freeze. This is not a bug. I used to own the original pcb
of Bobble Bobble (Bootleg) and the clock never freezed the enemy. All it did was change the stage colors to the clock
freeze. So this version is accurate.
Year: 1986
Class: Bootleg
Genre: Platform
Conversion class: Taito Classic
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 256 X 224 60 Hz
· Colours used: 256
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· Z80: 3 MHz (cpu)
· M68705: 2 MHz (cpu)
· YM2203: 3 MHz (audio)
· YM3526: 3 MHz (audio)
NOTE: The first game of the Bubble Bobble series. This game, along with Ms. Pac Man, Bust-A-Move, and
Galaga, is one of the steadiest money makers in arcades.
- STAFF:
Game Design & Character: MTJ / Mitsuji
Software Programmer: ICH / Fujisue, NSO / Nishiyori
Sound Creator: KIM / Kimijima
Instructions: YSH / Yoshida
Hardware: KTU / Fujimoto, SAK / Sakamoto
- SCORING:
Bursting a bubble: 10 points
Killing one monster: 1, 000 points
Killing two monsters at once: 2, 000 points
Killing three monsters at once: 4, 000 points
Points double for each extra monster killed at any one time
Normal Fruit: 700 points
Bonus Score Items (popcorn, burger etc): 500 - 4, 000 points.
- TIPS & TRICKS:
*Unlimited run and rapid fire*
At the main title screen enter: Left, Jump, Left, Start, Left, Fire, Left, Up, Start. If this is done correctly there
will be a message in the bottom left corner of the title screen a red "POWER UP!".
*Original Bubble Bobble*
At the title screen press: Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, Start buttons for player one. It will say at
the bottom of screen: ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will
get LOADS of diamonds.
After getting a high score, enter your initials as S.E.X. Start the next game as normal. The second
item on the first level will be a pitchfork. Getting this item without bubbling the bad guys will get you mucho
points.
Make it to level 20 without dying, and a door appears it leads to a 'secret tomb', a level full of
diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying, and a strange, beehive
shaped door appears; enter it and you warp to level 70. DON'T kill the drunks on level 50, or the door disappears;
bubble them and wait! BTW, With two players, only one of the players must survive unharmed to get the secret door.
*Special item: the bell*
If taken, a flash and a 'bell' sound will go off at the beginning of any level that will have some sort of destructive
magic.
*Paffing a Skel*
Skel is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will
appear. If one player is killed by 'his' Skel, then he can collide with his partner's Skel *WHILE HE IS STILL
FLICKERING.* If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to
the once-slain character.
*The Trick*
At the end of a level, sometimes all of the bubbles on the screen will inexplicably turn into food (even if there was
no candy cane on that level). If the tens and hundreds digits of either player's score match when the last monster of
a level is popped, then the bubbles will turn into food! Ex: scores of 110, 220 330, 440, 550, 660, 770, 880, 990 or
000 will produce 'the trick.' Kill everything in a level, and as one player moves to pop the last monster, the other
player will 'get the trick' by blowing bubbles against a wall until the score is correct. Notice that you _do_ get the
points for popping the last monster, so if you're by yourself, you have to work your score so that the tens and
hundreds digits will match _after_ the points for the last monster are added....
*'Blowing yourself through'*
It is possible (though quite difficult) to bounce on a bubble at the top of the screen and ride it 'through' the top,
so that you emerge at the bottom of the screen.
*The "Super Bubble Bobble" Code*:
There's another secret code you can enter via Joystick/buttons in the BUBBLE BOBBLE screen in the attract mode, and it
goes like this: 1P, Jump, Fire, Left, Right, Jump, 1P, Right This will change the Bubble Bobble logo in "Super
Bubble Bobble", and the game will change under several points of view: different platform colors, different order
for monster appearances... The most important change is that this is the ONLY way to see the REAL ending of the game
(and you'll need also to kill the final baddie in a 2P play, 'cause the game wants to promote the "power of
friendship"... see below). If the *super* trick is performed on the original version of Bubble Bobble, the game
lets you choose at the very start between "normal" and "super" game, while the bootlegs don't. The
"Super Bobble Bobble" bootleg is a hacked version which has the SBB code always activated.
*The Bubble Bobble Alphabet*
Treasure rooms feature a sign with strange symbols on it. You can translate them by using the first line of symbols,
which stands for the letters of the English alphabet in the right order (ABCDE...). Here are the translated
messages:
Level 20 Door: "If you want to become the old figure, use the power of your friendship and fight with me!"
Level 30 Door: "If you want to get back your love of truth, you must help each other untill the last...."
Level 40 Door: "I enclose here these magical medicine, because those are my worst fears!"
These are hints to find the right way of completing the game. Note that Taito used this weird alphabet also in Rainbow
Islands, Bubble Symphony, Puzzle Bobble 2 and maybe in other obscure Japanese-only games.
*Treasure Room in round 1*
If you experience a Game Over in a Treasure room (you have to wait until a weird monster comes and kills you), the
game will say that you've reached Round 102, attract mode will show only treasure rooms and, by starting again, Round
1 will be a Treasure Room!
*Other High Score Codes*
MTJ, HED, OTO, PAN, NSO, KIM, YSH, KTU, SAK, TOP, RYO, SKE, SAN are other codes which have some effect on the game
(note that they're the programmers' nicknames).
*The Secret Of The Potions*
Potions are those bottles of joy that you collect destroying all the enemies and filling up the screen with rainbows,
clovers, etc to collect. Potions seem to appear randomly - not so. To set up a potion you need to be on a level with a
hole in the floor. Fall through the floor 16 times. The next stage you will be almost certain to get a potion. By
deliberately ending the game before the next stage, the next person playing will get a potion on stage 1 - a virtually
unheard of event!
The precise rules are more complicated, relying on wrapping several priority based game counters used in the game code
to record events like bubbles blown by each player, number of times jumped, etc. Several other items etc can be made to
appear by utilising the game counters.
If one players game ends in a 2P game with a high score it will be registered on the high score list
as CNT at the end of the game.
Bubble Bobble II (World)
Bubble Symphony (U.S.A., Japan)
Year: 1994
Class: Wide release
Genre: Platform
Conversion class: Taito F3 System - JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 232 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· 68EC020: 16 MHz (cpu)
· M68000: 16 MHz (audio)
· ES5505: 16 MHz (audio)
- STAFF:
Project Leader: Keppel Maekawa
Game Planner: Yoshitake Shirei, Keppel Maekawa
Software Design: Harumi. K, Meltycat!, K. Kuzukawa, Helper Natani
Map Creator: Taka. Furukawa, Yoshitake Shirei
Character Design: Turtle Mizukami, T. Ozaki, Koji?!, Yourychan
Dot Design Works: Akiyoshi Takada, Mari F, Natsuko Mochi, Shigeki Yamamoto, Ken, Yourychan, Indy. Chinkai
All Music Composed & All Sound Composed by Yasuko. Y -Zuntata-
Sound Effect: Babi -Zuntata-
Music Adviser: Tamayo. K -Zuntata-
Instruction Design: Mihoko Sudoh, Rintaroh Doi
Hardware Works: Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki
- TIPS & TRICKS:
*Always Access Secret Rooms*
Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble,
Left, Start. A tone will sound. Begin a game.
*Black Background and Classic Music*
Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump,
Right, Start. A tone will sound. Begin a game. The background of each room will be black and the original Bubble
Bobble theme will play instead of the usual music.
*Game Mode Select*
Before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start,
Down. The curtain will turn blue. Begin a game. You can now choose between "normal game" and "super
game."
*Unlock Human Characters*
Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble,
Right. A tone will sound. Begin a game. You can now choose from four human characters.
Bubble Memories (World, Japan)
Year: 1995
Class: Wide release
Genre: Platform
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 224 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 4
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 4
Sound: Amplified mono (one channel)
Chipset-Information:
· 68EC020: 16 MHz (cpu)
· M68000: 16 MHz (cpu)
· ES5505: 15.238 MHz (audio)
NOTE: In SETUP, the first time you run the game, it will say '...BACKUP DATA FAILED'. Enter test mode
and exit to start.
- TIPS & TRICKS:
*Power Up mode*
Press Up, Right, Left, Down, Up, Right, Left, Down at the title screen. Rotate the Joystick clockwise in two circles
to give Bub and Bob permanent shoes, blue gum, and yellow gum.
*Super mode*
Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels.
*Original mode*
Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37.
Cadash English (U.S.A., Japan)
Cadash French (U.S.A., Japan)
Cadash Italian (U.S.A., Japan)
Cadash Japanese (U.S.A., Japan)
Year: 1989
Class: Wide release
Genre: Adventure
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 240 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 2
· Number of simultaneous players: 4
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2151: 4 MHz (audio)
· ADPCM: 0 MHz (audio)
NOTE: The French version of Cadash is a mine of translation mistakes.
- STAFF:
Programmed by Toru Sugawara (SGW), Tarabar Hori, Masaki Yagi (MYG), Seiichi Taikoishi, Yuichi
Kohyama.
Graphic & game designed by Onijust (ONJ).
Music and sound created by Team Zuntata.
Camel Try (U.S.A., Japan)
Year: 1989
Class: Wide release
Genre: Labyrinth/Maze
Conversion class: Taito F2 System
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 224 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: dial
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2610: 8 MHz (audio)
Chase HQ
Year: 1988
Class: Wide release
Genre: Racing
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 240 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 1
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: wheel , 2-position shifter , 1 pedal
· Number of buttons: 4
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· M68000: 12 MHz (cpu)
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2610: 8 MHz (audio)
- SERIES:
1. Chase H.Q.
2. Special Criminal Investigation
3. Super Chase - Criminal Termination
Darius (World)
Darius old version (Japan)
Darius Extra Version (World)
Year: 1986
Class: Wide release
Genre: Shooter
Conversion class: unique
Screen-Information
· Type: Raster
· Orientation: Horizontal
· Resolution: 864 x 224 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· M68000: 8 MHz (cpu)
· M68000: 8 MHz (cpu)
· (2x) YM2203: 4 MHz (audio)
· MSM5205: 384 KHz
- SERIES:
1. Darius
2. Darius II
3. Darius Gaiden - Silver Hawk
4. G Darius
5. G Darius ver.2
- STAFF:
Directed and produced by: Toshio Kohno.
Game designed by: Toshio Konho, Akira Fujita, Kazuya Mikata.
Programed by: Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto.
Art designed by: Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki,
Taira Sanuki, Masami Kikuchi, Mitsuru Ogama.
Mechanical Engineer: Takeki Nakamura, Eiji Kubota
Cabinet design: Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa
Hardware designed by: Takashi Ohhada, Syuji Kubota, Seigo Sakamoto
Music composed and arranged by: Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi
Takahashi, Masahiko Takaki
Darius II (Japan)
Sagaia (U.S.A.)
Darius II dual screen (Japan)
Sagaia dual screen (U.S.A.)
Year: 1989
Class: Wide release
Genre: Shooter
Conversion class: unique
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 864 x 224 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· M68000: 8 MHz (cpu)
· M68000: 8 MHz (cpu)
· custom YM2610: 8 MHz (audio)
NOTE: This game is played on mulitple horizontally-oriented, 13-inch diagonal color monitors aligned
straight across (so it's quite wide and HEAVY). The monitors are mounted with two of them facing upwards and the other
facing the player. A half-reflecting mirror is used to align the images with an inch or two of overlap. Two versions
of this game were made: The more common three screen version (like the original Darius), and a harder to find two
screen version.
NOTE: This game is known outside US as Sagaia.
- SERIES:
1. Darius
2. Darius II
3. Darius Gaiden - Silver Hawk
4. G Darius
5. G Darius ver.2
- STAFF:
Directed and Produced by Hidehiro Fujiwara.
Game Designed by Hidehiro Fujiwara, Takatsuna Senba
Programed by Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano
Art Designed by Masami Kikuchi, Takatsuna Senba, Hisakazu Kato
Cabient Design: Yoshinori Aiura
Hardware Designed by Toshiyuki Sanada.
All Music Composed and Arranged by Hisayoshi Ogura. (Team Zuntata)
Sound Editor: Yasuhisa Watanabe, Norihiro Furukawa
Sound Soft Ware: Naoto Yagishita
Donkey Kong (World, U.S.A., Japan)
Year: 1981
Class: Wide release
Genre: Platform
Conversion class: Nintendo Classic
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used: 16
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: joy4way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Unamplified mono (one channel)
- SERIES:
1. Donkey Kong
2. Donkey Kong Jr.
3. Donkey Kong 3
DonPachi (World, U.S.A., Japan)
Year: 1995
Class: Wide release
Genre: Shooter
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 240 x 320 60 Hz
· Colours used:
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
- SERIES:
1. DonPachi
2. DoDonPachi
3. DoDoDonPachi
Dr. Toppel's Adventure (World, U.S.A.)
Dr. Toppel Tankentai (Japan)
Year: 1987
Class: Wide release
Genre: Shooter
Conversion class: Taito Classic
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used: 512
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· YM2203: 3 MHz (audio)
NOTE: This game runs on the same hardware as Extermination
ESP Ra. De.
Year: 1998
Class: Wide release
Genre: Shooter
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 240 x 320 57 Hz
· Colours used: 32768
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 3
· Number of coin slots: 2
Sound: Amplified stereo (two channels)
Chipset-Information:
· M68000: 16 MHz (cpu)
· YMZ280B: 16 MHz (audio)
* Counter Display: Insert a coin, hold B button and press Start.
* Stage Edit: Select your character with a specific button to choose the order of the 3 first
stages:
YUSUKE:
Press A button: Houoh High School, Random, Random.
Press B button: Houoh High School, Shopping Mall At Night, Bay Area.
Press C button: Houoh High School, Bay Area, Shopping Mall At Night.
JB-5TH:
Press A button: Shopping Mall At Night, Random, Random.
Press B button: Shopping Mall At Night, Bay Area, Houoh High School.
Press C button: Shopping Mall At Night, Houoh High School, Bay Area.
IRORI:
Press A button: Bay Area, Random, Random.
Press B button: Bay Area, Houoh High School, Shopping Mall At Night.
Press C button: Bay Area, Shopping Mall At Night, Houoh High School.
Gals Panic
Year: 1990
Class: Wide release
Genre: Puzzle
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used: 33792
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy4way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 8 MHz (cpu)
· MSM6295: 0.0012 MHz (audio)
Year: 1989
Class: Wide release
Genre: Sports
Conversion class: JAMMA+
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 224 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 4
· Number of simultaneous players: 4
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 3
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2203: 3 MHz (audio)
· MSM6295: 0.008 MHz (audio)
· MSM6295: 0.008 MHz (audio)
Insector X
Year: 1988
Class: Wide release
Genre: Shooter
Conversion
Class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution 256 x 224 60 Hz
· Colours used: 512
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· M2203: 3 MHz (audio)
Kick and Run (World)
Year: 1986
Class: Wide release
Genre: Sports
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 256 x 224 60 Hz
· Colours used: 256
Input-Information:
· Number of players: 4
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 3
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2610: 8 MHz (audio)
NOTE: The board has an extra edge connector on a second board in addition to the standard JAMMA
connector. This connector is used to link two Kick and Run machines to allow up to four-player simultaneous play.
Kiki-KaiKai (World, U.S.A., Japan)
Knight Boy (bootleg)
Year: 1986
Class: Wide release
Genre: Platform
Conversion class: Taito Classic
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used:
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80 (x2) and M68705 (cpu)
· YM2203 (audio)
Liquid Kids (World, U.S.A., Japan)
Year: 1990
Class: Wide release
Genre: Platform
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 224 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM22610: 8 MHz (audio)
NOTE: This game is known in Japan as Mizubaku Daibouken Adventure.
Metal Black (World, U.S.A., Japan)
Year: 1991
Class: Wide release
Genre: Shooter
Conversion class: Taito F2 System
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 320 x 240 60 Hz
· Colours used: 8192
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 12 MHz (cpu)
· Z80: 4 MHz (audio)
- SERIES:
1. Gun & Frontier
2. Metal Black
- STAFF:
Producers: Senba Takatsuna, Hori Takamasa
Game designers: Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe
Yasuhisa, Sawaki Jun, Ishikawa Katsuhisa
Art directors: Senba Takatsuna, Ohno Wepokichi
Programmers: Tarabar, Kuroki Naoya, Seguchi Takashi
Hardware engineers: Sawaki Jun, Takeda Tomio
Decorator: Mizobe Kumi
Sound (Zuntata): Yasuhisa Watanabe (Yack.), Ishikawa Babio
Bit pattern: Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave
Cast: Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme
- TIPS & TRICKS:
* Levels Select: Boot machine with service switch pressed.
Message appears: "SERVICE SWITCH ERROR", press 1p Start(x3), service switch, 1p Start.
Message appears: "SELECT BY DOWN SW", select level with joy Down/Up and push Start button.
Out Zone (Europe)
Year: 1990
Class: Wide release
Genre: Shooter
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 320 55.16 Hz
· Colours used: 2048
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 10 MHz (cpu)
· Z80: 3.5 MHz (cpu)
· YM3812: 3.5 MHz (audio)
NOTE: Music and sound created by Tatsuya Uemura.
Pang! 3 (Europe, Japan)
Year: 1995
Class: Wide release
Genre: Platform
Conversion class: JAMMA
Screen-Information:
· Type: Raster
· Orientation: Horizontal
· Resolution: 384 x 224 60 Hz
· Colours used: 4096
Input-Information:
· Number of players: 2
· Number of simultaneous players: 2
· Control panel layout: Multiple player
· Control: joy8way
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· M68000: 10 MHz (cpu)
· Z80: 4 MHz (cpu)
· YM2151: 3.58 MHz (audio)
· OKI6295: 0.008 MHz (audio)
NOTE: This game is known outside Japan as Buster Buddies.
- SERIES:
1. Pang
2. Super Pang
3. Pang! 3
- STAFF:
Planner: Da., F. Kuwahara, S. Obata (Manhattan)
Programmer: Cat, Y. Inada (Ine), T. Misawa
Character Designer: Imo, Tom-Pang, S. Kitamura, Ban, Miyo.
Artist: Y.N, Akagi, Joe, A. Hamada
Music Composer: Oyaji
Sound Designer: Toshi Kajino, Hiroaki K.
Supervisor: Kihaji. O
Pengo
Year: 1982
Class: Wide release
Genre: Labyrinth/Maze
Conversion class: unique
Screen-Information:
· Type: Raster
· Orientation: Vertical
· Resolution: 224 x 256 60 Hz
· Colours used: 32
Input-Information:
· Number of players: 2
· Number of simultaneous players: 1
· Control panel layout: Single player
· Control: joy8way
· Number of buttons: 1
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 3 MHz (cpu)
· NAMCO custom CPU: ? MHz (audio)
NOTE: The song that plays in the background is called "Popcorn". The group that released it
originally was called Hot Butter.
Plump Pop
Year: 1987
Class: Wide release
Genre: Ball and paddle
Conversion class: JAMMA
Screen-Information:
· Type: raster
· Orientation: Horizontal
· Resolution: 256 x 224 60 Hz
· Colours used: 512
Input-Information:
· Number of players: 4
· Control: dial
· Number of buttons: 2
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 6 MHz (cpu)
· Z80: 6 MHz (cpu)
· YM2151: ? MHz (audio)
· YM2203: 3 MHz (audio)
- STAFF:
Directed By Yoshihisa Nagata.
Game Designed By Mitsukoh Kimura, Toshio Kohno, Onijust.
Programmed By Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata.
Art Designed By Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa.
Mechanical Engineer: Yasunori Hatsuta
Designed By Naoko Yoshida.
Hardware Designed By Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa.
Sound Created By Hisayoshi Ogura.
Puck Man (Japan)
Pac-Man (U.S.A., Midway)
Year: 1980
Class: Wide release
Genre: Labyrinth/Maze
Conversion class: Namco Galaxian
Screen-Information:
· Type: raster
· Orientation: Horizontal
· Resolution: 288 x 224 60 Hz
· Colours used: 16
Input-Information:
· Number of players: 2
· Control: joy4way
· Number of buttons: 0
· Number of coin slots: 2
Sound: Amplified mono (one channel)
Chipset-Information:
· Z80: 3 MHz (cpu)
· Namco 3-channel PSG (audio)
Note: There are 240 dots per board.
Excluding bootlegs there are 23 different name/nickname combinations for the ghosts in Pacman (24 including 'Sue' from
Ms. Pac-Man).
- SERIES:
1. Pac-Man
2. Ms. Pac-Man
3. Super Pac-Man
4. Pac-Man Plus
5. Jr. Pac-Man
6. Pac & Pal
7. Pac-Land
8. Pac-Mania
- STAFF:
Designed by Toru Iwantani.
Programmed by Hideyuki Mokajima and crew.
Music & Sound by Toshio Kai.