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# RETROCADE and MAME history data
# Brian Deuel, Last updated May 2, 1999
# Greyscales for Retrocade's HISTORY.PAK done by Douglas Silfen
# Copyright 1998-99 Alliance Corporation/Retrocade Group and MAME team
# The latest history file can always be found at http://davesclassics.warzone.com/hosted/coinop
# Visit the above for links to other arcade game history/information sites.
# Thanx for extracting the UVL database, Kim!
$info=History Database
$icon=history.pcx
$bio
=Alliance Corporation
=Game History Database
=Revision 2
This database, maintained by
Brian Deuel, contains
information and trivia
about the games supported
by the Retrocade and MAME
emulators.
=If you have corrections or
=further annotations to the
=database, send e-mail to:
=classicgames@hotmail.com
$end
#---------------------------------------------------------------------------------------------------------------------------
#720
$info=720,720b
$icon=720
$data
Mfg.
_Atari
_Games
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#1941
$info=1941,1941j
$icon=1941
$data
Mfg.
_Capcom
-
Year
_1990
-
Format
_Raster
_Vertical
$bio
1941 team:
S.Thing, Yokota Yokozo,
terukun, Kuribow (object)
Sadakichi, Marilyn, Yuki,
Kintarou, Harusan (scroll)
Akiman (character support)
Rekite (character coordinator)
Yokota Yokozo (character effect)
Hifumi (music)
Makkow, Babel-2, Dome (program)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#1942
$info=1942,1942a,1942b
$icon=1942
$data
Mfg.
_Capcom
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Yoshiki Okamoto
1942 was the first game
Okamoto designed at Capcom.
He went on to do Gunsmoke,
Sonson and many others.
$end
#---------------------------------------------------------------------------------------------------------------------------
# Amidar (Scramble HW)
$info=amidars,amidar,amidaru,amigo
$icon=amidars
$data
Mfg.
_Konami
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed by Konami Japan
$end
#---------------------------------------------------------------------------------------------------------------------------
#Anteater
$info=anteater
$icon=anteater
$data
Mfg.
_Tago
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Chris Oberth
$end
#---------------------------------------------------------------------------------------------------------------------------
#APB
$info=apb,apb2
$icon=apb
$data
Mfg.
_Atari
_Games
-
Year
_1987
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Dave Theurer
APB was Dave's last game
at Atari Games. He went on
to work on the DeBabelizer
for Macromedia with other
Atari alumni.
Other Dave Theurer games
include Missile Command,
Tempest, and I,Robot.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Arch-Rivals
$info=arch-riv
$icon=arch-riv
$data
Mfg.
_Bally
_Midway
-
Year
_1989
-
Format
_Raster
_Horizontal
$bio
Arch Rivals contained a
feature to customize the team
names and colors in this game.
(Brian Peek of RCDEV)
Arch Rivals used the same
49-way "pseudo-analog"
joystick Sinistar
used.
(Mike Cuddy of MAMEDEV/
RCDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Arkanoid
$info=arkabeta,arkatayt
$icon=arkabeta
$data
Mfg.
_Tayto
_bootleg
-
Year
_1986
-
Format
_Raster
_Vertical
$bio
Arkanoid team:
Game Designed by Akira F.
Programmed by
Y.Sasabe
Director Of Hardware &
Co-Programmer: T.Sanada
Assistant programmer:
Toru T.
Graphic Designer: Onijust.H.
Sound Composer: H.Ogura
Sound Effects: T.Kimijima
Pattern Designer: A.Iwai
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Armor Attack
$info=armora
$icon=armora
$data
Mfg.
_Cinematronics
-
Year
_1981
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly
One of two games Skelly did
for Cinematronics that had
*required* overlay backgrounds.
Warrior was the other one.
Skelly designed six vector
games and programmed five of
them while at Cinematronics.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Armored Car
$info=armorcar,armorca2
$icon=armorcar
$data
Mfg.
_Stern
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Gunar Licitis and
Chris Oberth
$end
#---------------------------------------------------------------------------------------------------------------------------
# Asteroids
$info=asteroid,asteroi1,asteroi2
$icon=asteroi2
$data
Mfg.
_Atari
-
Year
_1979
-
Format
_Vector
_Horizontal
$bio
Designed by Lyle Rains
Programmed by Ed Logg
Originally called Cosmos,
the original design was a
copy of Space Wars, except
with asteroids littering the
playfield as an asthetic effect.
(Brian Deuel)
Asteroids was the first game
to have a top ten high score
field.
(Peter Hirschberg of RCDEV)
Due to a "watchdog reset"
built into the program you
can only get so many lives
before it will restart your game.
There was a modified
version of Asteroids that was
given the nick-name
"Turtleroids", it was part of
a long series of practical
jokes against the vice-
president of marketing for
Atari that was sick of a
game concept called Turtle
Races. One day Ed switched
the PROMs of the golden
edition of Asteroids in the
lobby of Atari so that the little
and big UFOs were replaced
by turtles, thus providing
them with a constant
reminder. Another practical
joke involving Asteroids was
a slight modification in the
prototype of the game,
because Owen Rubin (initials
ORR on most Atari high
score tables) kept filling up
the high score tables when
the programmers were not
around. So, they modified the
program to replace Owen's
initials with Ed's own to keep
him away.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Asteroids Deluxe
$info=astdelux
$icon=astdelux
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Original design by Ed Logg &
Lyle Rains-Programmed by
Dave Shepperd
This game was created out of
modified Asteroids code. At
the same time this game was
being produced, Space Duel
was in the works, but was
shelved as Asteroids Deluxe
was green-lighted for
production. This game did
poorly, and Atari later
released Space Duel to
moderate success.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Avalanche
$info=avalnche
$icon=avalnche
$data
Mfg.
_Atari
-
Year
_1978
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dennis Koble
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Barrier
$info=barrier
$icon=barrier
$data
Mfg.
_Cinematronics
-
Year
_1979
-
Format
_Vector
_Vertical
$bio
Designed and programmed
By Rob Patton
The second programmer hired
by Tim Skelly, Rob was only 17
when he joined Cinematronics.
This game is very reminiscent
of the old Mattel handheld
football games from the late
70's. The gameplay is not as
deep, though :)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Battlelane Volume 5
$info=battlane,battlan2,battlan3
$icon=battlane
$data
Mfg.
_Technos
_(Taito)
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
While popular history seems to
think that Data East designed
the game (because the pinout
matches Data East pinouts) the
internals of the two 6809
processors appear to be a little
more complicated then that.
The game was released through
Romstar as a Tecmo game
licensed from Taito. This was a
common practice with games
that apparently were deemed
to be "second tier" and were
not considered to be released
in the United States as "hit"
games by their original
manufacturers. That was a
shame since it is a fun and
addictive game.
(Kim Greenblatt)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Battlezone
$info=bzone,bzone2
$icon=bzone
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Designed by Morgan Hoff and
Ed Rotberg-Programmed by Ed
Rotberg and Jed Margolin
Battlezone was the first
environmental 3D landscape
game. The game used a system
of bit-slice processors
called a "mathbox" to do 3D
calculations for the display.
This kind of "squeezing the
most out of minimal hardware"
mindset was what led Atari to
create the innovative games
it did in the 1980's. Atari
has sold approximately 75,000
units.
Battlezone was so innovative
for its time, the US Army
commissioned Atari to create
a version of the game for
infantry vehicle training.
Ed Rotberg was assigned the
project, but was very opposed
to it. Major Dave Robinson and
General Donn Starry of the U.S.
Army were responsible for
bringing Atari the idea of
making a military version
to be used in training.
It is questionable whether the
US Army versions were ever
produced, but it is rumored
that Videotopia (the traveling
video games exhibit) has one
in their possession.
The volcano erupting in the
background was created by
Owen Rubin (Major Havoc).
Rubin pestered Rotberg to
add the volcano, but he was
too busy to write the code,
and told Rubin that if he
wanted the erupting volcano,
he'd have to write the code.
The next morning, Rotberg
walked in to a volcano
erupting onscreen and the
code listing on his desk.
The radar and warning messages
were "colorized" by red
cellophane placed atop the
screen.
(William Steward, Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Berzerk
$info=berzerk,berzerk1
$icon=berzerk
$data
Mfg.
_Stern
_Electronics
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Alan McNeil
The title of this game comes
from the series of books
called The Berzerker Stories
by Fred Saberhagen.
Berzerk was originally
designed for the 6809E CPU,
until it was discovered that
the processor didn't work
properly. The board was then
redone to run on a Z80. The
speech was done using LPC
coding, which cost $1,000 per
word to compress at that time.
The game also originally had a
monochrome monitor; when
Defender was released in
color, the company
re-considered their display
approach and re-designed the
display using a color overlay
board.
Evil Otto was named for Dave
Otto, who worked for Dave
Nutting's Arcade Engineering
group as R & D director at
the time Alan McNeil did.
Each Berzerk unit was
"autographed" by the designer.
(Brian Deuel)
Mr. Peter Bukowski was the
first person to die playing a
video game, when he died of
a heart attack playing Berzerk
at the "Friar Tuck Game Room"
in Calumet City, Illinois.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Black Tiger
$info=blktiger,bktigerb,blkdrgon,blkdrgnb
$icon=blktiger
$data
Mfg.
_Capcom
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Black Tiger team:
Programmer: Imo (Akapa)
Character design:
Kuramoyan, Satochin,
Kawamoyan, Miyaji,
Fukumoyan, Nono,
Rattchan
Sound & Music:
Tamayo Kawamoto
Hardware: Crazy Kubozoo
The game features several
hidden bonuses. Some of them
are the classic Capcom bonuses
(the four pointed star, the POW,
the little cow); some are cameos
from other Capcom games (the
barrel from Higemaru, the robot
hero from Side Arms, the
dragonfly and the bamboo shoot
from Son Son).
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Black Widow
$info=bwidow
$icon=bwidow
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Bruce Merritt
This game was a conversion kit
for Gravitar, when that game
flopped badly. Although it
was a fun game, Black Widow
didn't do much better.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Blaster
$info=blaster
$icon=blaster
$data
Mfg.
_Williams
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Eugene Jarvis and
Larry DeMar
Due to the expense of the
pseudo-3D generating hard-
ware, Blaster was released
in very limited numbers.
(Brian Deuel)
Originally known as "Master
Blaster", but they changed the
name to avoid confusion with a
pinball simulator called "Bill
Budges Raster Blaster" for the
Apple computer. The 3-D
effects of this game were all
hand rendered which required
thousands of hours of design
work. There were only 3 sit-
down versions of this game
made. The game was
shortened from 30 stages to
20. There were Duramold
cabinets made but they had to
stop using them because they
shrunk. One such reported
instance was that the monitor
ejected out and flew across the
arcade and impailed itself on a
Donkey Kong Jr. machine.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
# Blasteroids
$info=blstroid
$icon=blstroid
$data
Mfg.
_Atari
_Games
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
By Ed Rotberg and crew.
The asteroids used were
digitized lava rocks, some
of which were painted white.
Industrial Light and Magic
was commissioned to build
models of the five player
ships, which were then
photographed in various
positions and digitized.
The game was originally to
have areas in which a
certain ship form was
required to get through
them, but the game's
production was pushed
forward, and it didn't
get the tuning originally
planned.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Bomb Jack
$info=bombjack
$icon=bombjack
$data
Mfg.
_Tehkan
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
# Boot Hill
$info=boothill
$icon=boothill
$data
Mfg.
_Midway
-
Year
_1977
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dave Nutting and crew
The sequel to Gunfight, which
was designed on TTL-based
hardware by Taito, which was
adapted to 8080 hardware by
Nutting, to be the first
coin-op to run on
microprocessor-based
hardware.
(Brian Deuel)
#This is the oldest game
#emulated by Retrocade.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Bosconian
$info=bosco,bosco2,bosconm
$icon=bosco
$data
Mfg.
_Midway
_(Namco Lic.)
-
Year
_1981
-
Format
_Raster
_Horizontal
$bio
Bosconian was famous for
being the first game to
have a continue feature. When
the game was released, Midway
gave out strategy booklets to
the game from a display
attached to the machine.
$end
#---------------------------------------------------------------------------------------------------------------------------
# Boxing Bugs
$info=boxingb
$icon=boxingb
$data
Mfg.
_Cinematronics
-
Year
_1982
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Jack Ritter
One of the last vector games
Cinematronics made; very
few numbers were produced,
and Cinematronics' days
were numbered. They would
make a brief comeback with
Dragon's Lair, but shortly
afterwards disappear into
oblivion.
$end
#---------------------------------------------------------------------------------------------------------------------------
# Bubbles
$info=bubbles,bubblesr
$icon=bubbles
$data
Mfg.
_Williams
_Electronics
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed by Python Angelo
and John Kotlarik
Programmed by Tim Murphy
"What I was trying to do
with Bubbles was come up
with a non-violent, clean
game," (no pun intended)
says John Kotlarik.
One of three games that
came in a duramold cabinet
Others being Blaster and
Sinistar)
(Curtis Hart)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Burgertime
$info=btime,btimed,btimed2,cookrace
$icon=btime
$data
Mfg.
_Bally
_Midway
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
The original Data East version
hardware had a cassette
module so games could be
converted easily and quickly.
Unfortunately, the cassettes
were prone to breakage, and
the systems were quickly
junked. When Bally Midway
licensed the game from DECO,
they replaced the hardware
with a dedicated hardware
system.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Cannonball (not emulated yet)
$info=?
$icon=?
$data
Mfg.
_Atari
-
Year
_????
-
Format
_Raster
_????
$bio
Designed and programmed
by Owen Rubin
"Cannonball was written on a
Model 33 teletype machine
connected to a Motorola
MicBug 6800 processor, both
which were connected to
simple videogame hardware.
I hand-assembled the entire
program... saving the program
on punched paper tape.
I recall my first review of
the game. My boss said "Can
we see listings?" "Listings,
what listings?" I replied. He
was astonished to learn that
I had not used the PDP-11
systems and the two computer
operators which sat in the
other building who would type
in all your code, assemble,
and link the program and
return you a listing and a
paper tape. And so started
my videogame career."
(Owen Rubin, in a Siggraph
article he wrote)
The following is from a con-
versation between MAMEDEV's
Mike Balfour and Owen Rubin:
"Game play: a cannon would
appear on the left side of the
screen. The screen was turned
on edge if I recall so the long
direction was up). A wall
would appear on the right side
of the screen with a hold
placed on one of three
positions (in an early version
3 holes would appear at the
same time). A man would
run out and stand next to the
cannon. The control panel had
two controls (both switches).
The first control was a handle
that when pulled back, would
close a switch that would make
a small powder keg appear
above the cannon and would
add powder to the cannon.
There was no visual indication
of the amount of powder, you
had to time this. You could add
and stop as long as you liked.
When you let go of the handle
the man would jump into the
cannon. If you pulled it again,
he would jump out. When you
thought you had enough
powder, you hit the fire button.
The man would fly towards the
wall and one of 4 things could
happen. If too little powder, he
would fly very short, hit the
ground, and while holding his
back, would limp off the
screen. If close, but not correct
the man would hit the wall and
SPLAT (a sound I made out of
white noise by recording the
sound of wet paper towels
hitting the floor in a shower,
and recreating this in white
noise). The flattened man (the
picture was a flat man with
legs sticking out) would slide
down the screen to the
bottom of the wall, and limp
off. Too much powder and
the man would fly over the
wall and after a short pause,
you would hear a large
crash. The correct amount
of powder and the man
flew through the hold,
the crowd would cheer,
and the man would come
running back to the cannon
with his arms raised in an
Evil Kenevil way. On this
miss case, the man would
walk to the cannon. Three
to 5 misses (maybe 6) and
the game was over. We
had an 8 track tape machine in
the cabinet and when the game
started, a relay would start the
tape and circus music would
play. The entire game was 2K
including self test. Some of the
management did not like the
idea of splatting the guy,
but I left it in anyway.
I did Sky Diver right after
this game, and since they
didn't like the splat, I
originally had the person sky
diving over water and he
would splash into the water if
he missed or did not open in
time. Then the SAME
management came to me and
said "can we have the guy splat
into the ground?" Sure, I
already had the sound. So if
you have seen Sky Diver...
the guy actually splats into the
ground head first with his feet
kicking in the air. Same
SPLAT. And this game got
produced too! :-)"
Thanks to Mike Balfour
of MAMEDEV for the
information.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Cadillacs and Dinosaurs
$info=dino
$icon=dino
$data
Mfg.
_Capcom
-
Year
_1993
-
Format
_Raster
_Horizontal
$bio
Cadillacs and Dinosaurs team:
Kurisan, Jun, Matano, Ss,
Shisui, Kinmon, The Who (object
gfx)
Nissui, Konomi, Ohnicchan,
Bentobucho (scroll gfx)
Yuki Saiko, Cky Gi-u, T. Uragoro
Some-P (program)
Piro2 Oyaji, Syun, Kiyo (music)
Toshi Bull, Nobu (sound)
Characters based on a comic
by Mark Shultz.
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Captain Commando
$info=captcomm,captcomu,captcomj
$icon=captcomm
$data
Mfg.
_Capcom
-
Year
_1991
-
Format
_Raster
_Horizontal
$bio
Captain Commando team:
Kurisan, Ouji, Eripyon,
Mattian, Q, Mayo, Ykaru M.
(character design)
Koi, Powerful, Konomi, Sui,
Buppo, Go (scroll gfx)
Egawa, Yokoyama, Ueno,
Yoshizumi (program)
T. Yomage (sound)
Syun (sound-sub)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Centipede
$info=centiped,centipdb,centipdb2
$icon=centiped
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Dona Bailey and Ed Logg
The first coin-op game
designed by a woman. A
grasshopper was in the
original design, but was
later removed from the game.
Like Pacman, this game has
special appeal to women.
(Eric Gorka)
According to this usenet
posting, Dona Bailey didn't
have as much to do with
Centipede as first thought:
"Actually, Ed Logg had alot
more to do with Centipede than
Dona Bailey. In an anonymous
Atari designers words: "Dona
Bailey couldn't program her
way out of paper bag..."
Remember the famous 8-6-4
GM cadillac engine from
1980-81 that used to catch fire??
Guess who designed this, and
used to work at GM before they
got 'fired', and ended up working
at Atari? I feel it was smart
marketing by Ray Kassar and
Frank Ballouz to advertise the
game as being designed by a
woman, but I'd only give her a
very slight amount of partial
credit for the concept only and
no code in Centipede....
FWIW, Millipede was designed
almost entirely by Ed...."
("MK DUD", via USENET)
Centipede was the 1st UL
(Underwriter's Laboratories)
approved game.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Cheyenne
$info=cheyenne
$icon=cheyenne
$data
Mfg.
_Exidy
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Chiller
$info=chiller
$icon=chiller
$data
Mfg.
_Exidy
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Clay Pigeon
$info=claypign
$icon=claypign
$data
Mfg.
_Exidy
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Cloak and Dagger
$info=cloak
$icon=cloak
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Russell "Rusty" Dawe
Originally called Agent-X,
this game was renamed to co-
incide with the release of
the 1984 movie of the same
name.
$end
#---------------------------------------------------------------------------------------------------------
#Cloud 9 (Prototype)
$info=cloud9
$icon=cloud9
$data
Mfg.
_Atari
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Paul M. Resch
Cloud 9 was originally supposed to
be written by Dona Bailey (the
coder for Centipede), but she
left and Paul inherited it. The
original game concept had a
plug in the bottom of the
screen that the character had
to pull to let the water out. This game
unfortunately only received one
weekend of play testing at one
location before being cancelled.
(Al Kossow)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Combat
$info=combat
$icon=combat
$data
Mfg.
_Exidy
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Crackshot
$info=cracksht
$icon=cracksht
$data
Mfg.
_Exidy
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Crater Raider
$info=crater
$icon=crater
$data
Mfg.
_Bally
_Midway
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Crossbow
$info=crossbow
$icon=crossbow
$data
Mfg.
_Exidy
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
The first of Exidy's classic
shooters.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Crush Roller
$info=maketrax,crush,crush2,mbrush
$icon=crush
$data
Mfg.
_Kural Esco
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Make Trax has a protection
chip, Crush Roller doesn't.
The code between the two is
nearly identical, except that
everywhere the protection code
is located, code has been
replaced with a couple of bytes
to return the correct value and
several NOP bytes. Since it seems
unlikely that the original
programmers just decided to leave
slack bytes for bootleggers that
wanted to protect the game, I
would have to say this is reversed.
(Mike Balfour of MAMEDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Crystal Castles
$info=ccastles,ccastle2
$icon=ccastles
$data
Mfg.
_Atari
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Scott Fuller
and Franz Lanzinger
Originally called Toperoids,
this game was originally a 3D
Asteroids variant, in which
asteroids and other objects
fell from the sky, endangering
the player. The enemies
coming down from the top of
the screen was an artifact
from the original concept.
(Videotopia)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Defender
$info=defender,defendg,defcmnd,defence
$icon=defender
$data
Mfg.
_Williams
_Electronics
-
Year
_1980
-
Format
_Raster
_Horizontal
$bio
Designed and programmed by
Eugene Jarvis, Larry DeMar,
Sam Dicker, and Paul Dussault
The macho man's game!!
Defender was noted for its
sound and visual effects, and
extremely hard gameplay. That
didn't stop players from
racking up millions of points
on the game.
Literally minutes from the
opening of the AMOA Jarvis
and his team were burning
new ROMs for the display game
due to the fact they plugged
the first burn into the board
backwards and fried them!
Due to the intimidating
controls, no one played the
game and were even rumors
saying Pac Man and Defender
would bomb and Rally-X
would be the next hit.
Not only did Defender have the
most buttons to use during
gameplay (It had 5 buttons,
plus a joystick) but it was
also the first game to have
events occur outside of the
players main screen.
A bug in the scoring occurs at
990,000 points which allows
players to rake up enough
ships to take a much needed
bathroom break, because
everything you shoot after this
point earns you an extra ship.
Easter Egg: To see the
designers credits, do the
following while in game play...
joystick down, reverse, 1
player start, thrust, reverse,
2 player start, fire, joystick
down, 1 player start, thrust,
and fire.
(Curtis Hart, Brian Deuel,
William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Demolition Derby
$info=destderb
$icon=destderb
$data
Mfg.
_Bally
_Midway
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Arcade Engineering
Demolition Derby came in a
two-player upright cabinet
and a four-player flat table
that players stood around.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Demon
$info=demon
$icon=demon
$data
Mfg.
_Rock-Ola
-
Year
_1982
-
Format
_Vector
_Horizontal
$bio
Demon was created on Cinema-
tronics' vector hardware by
Rock-Ola.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Dig Dug
$info=digdug,digdugnm,dzigzag
$icon=digdug
$data
Mfg.
_Atari
_(Namco)
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed by Namco Japan
Dig Dug was the NOT the first
game that Atari licensed from
Namco Ltd, as is common
belief. That honor goes to
F-1, the "3D" racing game
that projected a race track
on a screen using a rolling
film.(Brian Deuel)
The first video game
advertised in movie theaters
as a 142 second movie trailer
satire. It was put together by
Young and Rubicam over a 5
day shoot and featured that
talents of Jim Spencer from
the Poltergiest FX crew.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Discs Of Tron
$info=dotron,dotrone
$icon=dotron
$data
Mfg.
_Bally
_Midway
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by John Pasierb, Bill Adams,
George Gomez, Atish Ghosh,
and Earl Vickers
Discs of Tron was originally
designed to be a part of the
original Tron coin-op, but
was cut out at the end, and
set aside for refinement and
release as a stand-alone
coin-op in its own right.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Domino Man
$info=domino
$icon=domino
$data
Mfg.
_Bally
_Midway
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed by Marvin Glass
Programmed by Richard
and Elaine Ditton
Graphics by Scott Morrison
The main character in the
game (as well as the
bartender in Tapper and
one of the lumberjacks in
Timber) is based on a
Marvin Glass employee
named Mike Ferris who
had the same mustache
and bald head and wore
a red t-shirt all the time.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Donkey Kong
$info=dkong,dkongjp
$icon=dkong
$data
Mfg.
_Nintendo
-
Year
_1981
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Shigeru Miyamoto
and crew
First multi-playfield game.
Was a quick replacement for
an excess stock of cabinets
for a poor game called
Radarscope. Mario WAS given
his name in the original
Donkey Kong game.(Some
believe he wasn't named
Mario until DK Jr).
In Donkey Kong, Mario's
career was a carpenter.
(Curtis Hart)
The Japanese and European
version of Donkey Kong have
the board in the logical order
1-2-3-4, while in the US version
they changed it to
1-4-1-3-4-1-2-3-4.
In the older versions of the game
you can stay at the top of a ladder,
and a barrel will never come down
the ladder to hit you. They later
changed it so that a barrel comes
down most of the time.
(Nicola Salmoria of MAMEDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Donkey Kong Jr.
$info=dkongjr,dkngjrjp,dkjrjp,dkjrbl
$icon=dkongjr
$data
Mfg.
_Nintendo
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Shigeru Miyamoto
and crew
The sequel to Donkey Kong,
and the second in the never-
ending Mario cannon. This
game, although better than
its predecessor, never got
higher than number 3 on the
Replay chart.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Earth Defense Force (EDF)
$info=edf
$icon=edf
$data
Mfg.
_Jaleco
-
Year
_1991
-
Format
_Raster
_Horizontal
$bio
EDF team:
S A S, Azvear-s (program)
Wan Da You, Ca-Sai,
Nekomasa (main graphic)
Crayon Gear, Shimizu
(sub-graphics)
Tawada (music)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Eliminator
$info=elim2,elim2a,elim4
$icon=elim2
$data
Mfg.
_Sega
_Gremlin
-
Year
_1981
-
Format
_Color Vector
_Horizontal
$bio
Designed and programmed
by Larry Clague
and Mike hendricks
$end
#---------------------------------------------------------------------------------------------------------------------------
#Empire Strikes Back
$info=empire
$icon=empire
$data
Mfg.
_Atari
_Games
-
Year
_1985
-
Format
_Vector
_Horizontal
$bio
Designed by
Mike Hally (Gravitar)
Programmed by
Greg Rivera and
Norm Avellar
ESB was a conversion kit
for the original Star
Wars machine, but was
released in limited numbers
and did poorly compared to
the original.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Fantasy
$info=fantasy
$icon=fantasy
$data
Mfg.
_Rock-Ola
_(SNK)
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Fantasy was licensed for pro-
duction in the US by Rock-Ola.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Fax
$info=fax
$icon=fax
$data
Mfg.
_Exidy
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Vic Tolomei, Larry
Hutcherson, and Mike
Craven
$end
#---------------------------------------------------------------------------------------------------------------------------
#Final Fight
$info=ffight,ffightu,ffightj
$icon=ffight
$data
Mfg.
_Capcom
-
Year
_1989
-
Format
_Raster
_Horizontal
$bio
Final Fight team:
Kanekon, Shin, Tomiyan,
Yokoyan (program)
S.y., Tissue, Prince
(character design)
Mikman, Okachan,
Fukumary, Nissui
(backgrounds design)
Youki Chan's papa (music)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Flicky
$info=flicky,flicky2
$icon=flicky
$data
Mfg.
_Sega
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Programmed by Hideki
Ishikawa and Shuichi
Katagi
Designed by Yoji Ishii
Character Design Yoshiki
Kawasaki
The game changed name two
times during its development:
First Busty (!), then Flipp and
finally Flicky.
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Food Fight
$info=foodf
$icon=foodf
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Food Fight was designed for
Atari by General Computing
as part of a lawsuit
settlement for an
illegal speedup kit for
Missile Command, in which they
affixed their copyright. This
was one of two games;
Quantum was the other.
(Brian Deuel)
Inspired by the food fight
scene in National Lampoon's
Animal House.
(Curtis Hart)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Football
$info=atarifb,atarifb1,atarifb4
$icon=atarifb
$data
Mfg.
_Atari
-
Year
_1978
-
Format
_B/W
_Raster
_Horizontal
$bio
Designed and partially
programmed by Steve Bristow
Finished by Ed Logg, Lyle
Rains, and Dave Stubbens
This game was first created
in 1974 and originally
called X's and O's. It was
shelved when Bristow started
on Tank, then resurrected
three years later. First game
to utilize a trackball
controller.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Frenzy
$info=frenzy
$icon=frenzy
$data
Mfg.
_Stern
_Electronics
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Alan McNeil
Frenzy is the sequel to
Berzerk. Added features
include the ability
to shoot your own exits,
and the ability to
kill Evil Otto. Finally!!
$end
#---------------------------------------------------------------------------------------------------------------------------
#Frogger
$info=frogger,froggers,frogsega,frogger2
$icon=frogger
$data
Mfg.
_Sega
_(Konami)
-
Year
_1981
-
Format
_Raster
_Horizontal
$bio
Designed by Konami Japan
Frogger was licensed for
production in the US by Sega.
$end
#----------------------------------------------------------------------------------------------------------------------------
#Galaga
$info=galaga,galagamw,galgads,gallag,galagab2
$key=galaga
$data
Mfg.
_Midway
_(Namco)
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Midway licensed this game from
Namco, Ltd., for manufacture
in the US.
Galaga is the sequel to Galax-
ian, which was the first RGB
color game. Although Galaga
was a superior game, it
didn't sell the large numbers
that it's predecessor did.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Galaxian
$info=galaxian,galmidw,superg,galaxb,galapx,galap1,galap4,galturbo
$icon=galaxian
$data
Mfg.
_Namco
-
Year
_1979
-
Format
_Raster
_Vertical
$bio
Galaxian was the first RGB
color coin-op game. Midway
licensed the game for manu-
facture in the US.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Gauntlet
$info=gauntlet,gauntir1,gauntir2,gaunt2p
$icon=gauntlet
$data
Mfg.
_Atari
_Games
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed by Ed Logg
Programmed by Ed Logg
and Bob Flanagan
Gauntlet was based on a
computer game known as
Dandy for the Apple II.
(Ed Logg of Atari Games)
The creators of Dandy sued
Atari for plagarizing their
design. Ed Logg still owns
the patent on the gameplay.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Gauntlet II
$info=gaunt2
$icon=gaunt2
$data
Mfg.
_Atari
_Games
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Designed by Ed Logg
Programmed by Ed Logg
and Bob Flanagan
This sequel's new twists
include new levels, enemies,
secrets, and elements such as
a "tag" mode; in which the
player who is "it" gets attacked
by the monsters in multi-player
mode.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Gemini Wing
$info=gemini
$icon=gemini
$data
Mfg.
_Tecmo
-
Year
_1987
-
Format
_Raster
_Vertical
$bio
Gemini Wing Credits (from the
ending sequence):
Screenplay: S. Sakurazaki
Background Design K.
Niwakamaru
Logo & Base Design Noise Holic
Monster Design Willy Ichiro,
Strong Shima, Soccer Kozou
Music S.E. Yuhki
Test Play Sugar Beet Fay
Programed by Clark Gent
Presented by Tecmo
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Ghosts and Goblins
$info=gng,gngt,gngcross,gngjap
$icon=gng
$data
Mfg.
_Capcom
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Toshio Arima
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Gravitar
$info=gravitar,gravitr2
$icon=gravitar
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Mike Hally
A collossal failure, the
designer of Gravitar would go
on to greater heights while
helping design Star Wars.
Hally's recent programming
credits include Gauntlet-
Legends.(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Guerilla War
$info=gwar
$icon=gwar
$data
Mfg.
_SNK
-
Year
_1987
-
Format
_Raster
_Vertical
$bio
The Japanese version of this
game is called Guevara. It's
based on the the revolutionary
war of Cuba against the
Padista Empire that ocured in
the 1950s. The first player
takes on the role of Che
Guevara and the second player
controls Fidel Castro. The
storyline was changed for the
US version of the game.
(Santeri Saarimaa)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Gyruss
$info=gyrussce,gyruss,venus
$icon=gyrussce
$data
Mfg.
_Centuri
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Programmed by Toshio Arima
Designed by Yoshiki Okamoto
Character by Hideki Ooyama
Sound by Mashahiro Inoue
After designing Time
Pilot, Okamoto did Gyruss,
that, although a hit, came
out at a time when the arcade
craze was dying down. There-
fore, it didn't sell the
numbers it so rightly
deserved. Okamoto asked
for a raise, or he would
quit. The next day, when
he showed up for work, he
was informed he was fired.
Okamoto is now executive
producer at Capcom,
where he has designed
Sonson, Gunsmoke, 1942,
1943, Sidearms, and was
project leader for
Final Fight and Street
Fighter II.
Gyruss is most often
remembered for its fine music-
al score that plays throughout
the game. (Bach's "Toccata
and Fugue in D Minor") The
sound portion of the game
uses 5 GI-AY8910 sound chips
to generate the music and
sound effects.
Thanks to Till Oldemeyer
for the link, and Andrea
Babich for the extra game
credit info.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Higemaru
$info=higemaru
$icon=higemaru
$data
Mfg.
_Capcom
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed by (from the
high score table):
T. Fujiwara
T. Arima
T. Hara
Y. Maki
A. Mori
T. Kawamoto
K. Kamimori
H. Fujinaka
Y. Okamoto
R. Miyamoto
(Nicola Salmoria of MAMEDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Hit N Miss
$info=hitnmiss
$icon=hitnmiss
$data
Mfg.
_Exidy
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
#end
#---------------------------------------------------------------------------------------------------------------------------
#I,Robot
$info=irobot
$icon=irobot
$data
Mfg.
_Atari
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dave Theurer
I, Robot was originally Ice
Castles, and was three boards
rather than two. Atari had this
stupid policy that bonuses for
engineers were based on
profits from sales of machines,
*without* taking into account
the amount of engineering
resources (man years) spent
developing it. I.e., just the sales
revenue minus the
manufacturing cost. Therefore
engineers were motivated to
spend ridiculous amounts of
time reducing the manufacturing
cost. They decided that the only
way to reduce the cost of the
game was to replace a lot of TTL
logic with an ASIC. Unfortun-
itely they assigned very
inexperienced people to do the
ASIC design. The resulting chip
had very low yield; I don't think
*any* of them worked over the
normal voltage and temperature
ranges that commercial
semiconductors are normally
rated for. However, by this time
the game was so late that they
weren't allowed to fix the ASIC.
Aside from the time it would
take to redo the chip, fixing it
would also require putting it in
a larger package with more
power and ground pins, and so
the board would have to be
redone as well. So for each
production unit they just tried
chips until they found one that
seemed to work, then shipped
the unit. They threw away a lot
of chips.
The game had a limited
production quantity of 1,000
units with half being exported
to Japan.
(Eric Smith, Dan Boris
of MAMEDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Indiana Jones and the Temple of Doom
$info=indytemp
$icon=indytemp
$data
Mfg.
_Atari
_Games
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Peter Lipson, Mike
Hally, and Rob Rowe
Sound by Earl Vickers
Music by Hal Canon and
Dennis Harper
Art and animation by
Susan G. McBride, Alan
Murphy,and Will Noble
Based on the movie.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Journey
$info=journey
$icon=journey
$data
Mfg.
_Bally
_Midway
-
Year
1983
-
Format
_Raster
_Vertical
$bio
Designed and
programmed by Elaine
and Richard Ditton
Graphics by Scott Morrison
Used digitized faces of the band
members, photographed with a
camera designed by Ralph Baer,
father of the home video game
console. The machine contained
a tape loop of the song
"Separate Ways (World's Apart)"
in the concert scene at the
end of each level. (Brian Deuel)
Rushed through the 1982
christmas holidays by the
Marvin Glass team because
Bally/Midway wanted the game
to coincide with the release
of the band's Frontiers
album. They took all the images
of the band backstage at a Salt
Lake City concert. There was
talk of using the game as part of
the road show, but that fell
though. (William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Joust
$info=joust,joustwr,joustr
$icon=joust
$data
Mfg.
_Williams
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed by
John Newcommer
Programmed by
Bill "Pfutz" Pfutzenreuter
Game art by Jan Hendricks
Early machines had
a bug that allowed players to
rack up millions of points by
standing on the middle plat-
form and killing pteradactyls
endlessly, or until they got
tired and gave up.
Another bug that became a "cut
-throat" feature was the ability
to belly-flop and squeeze
between tight gaps in staggard
platforms.
Joust: The Movie? Yes, John
has a pet project of making a
movie using the state-of-the-
art technology that exists
today. A game flyer by
Williams perfectly sets the
mood for this game: "His
majesty King Williams will
recieve his many subjects at
his magnificent Joust
tournament in ye Land of
Molten Magma and Stoned
Clouds. Whereat all able and
brave knights shalt ride their
bird and shalt fight with lance
ye evil enemies."
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Joust 2
$info=joust2
$icon=joust2
$data
Mfg.
_Williams
-
Year
_1986
-
Format
_Raster
_Vertical
$bio
Designed by
John Newcomer
Programmed by
Joe Hellesen,
Kristina Donofrio,
and Warren Davis
Sounds by
Chris Granner
Graphics by
John Newcomer
and Jack Haeger
Cabinet Graphics
by Tim Elliott
Mr. John Newcomer adds new
characters and backgrounds with
35 screens to 1982Æs JOUST to
release JOUST 2 as a coin-
operated arcade title. Blamed
largely due to the game industry
slump, Williams never
successfully inspired a lot of
interest in it and less than 1,000
total units ever shipped.
(Don Thomas, I.C. When)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Jungle King
$info=junglek,jhunt
$icon=junglek
$data
Mfg.
_Taito
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
The original game was called
Jungle King and featured a
character who looked like
the well known and very
much copyrighted Tarzan.
The character even sounded
like Tarzan when he bellowed
out the famous Tarzan scream
after finishing the boulder stage
(and at the beginning of the game).
So, for legal reasons, the name
was changed to Jungle Hunt and
the character was changed to
resemble a classic jungle explorer
complete with the standard issue
safari hat and shorts. The bellowed
scream at the end of the boulder
stage was also entirely removed.
(John Bergstrom)
There was also another version
of this game released, called
Pirate Pete.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Kangaroo
$info=kangaroo,kangarob
$icon=kangaroo
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Kickman
$info=kick,kicka
$icon=kick
$data
Mfg.
_Bally
_Midway
-
Year
-1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by John Pasierb and crew
Originally a monochrome game
called Catch 40, Kickman was
shelved for three years until
it was taken down and refined.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Klax
$info=klax
$icon=klax
$data
Mfg.
_Atari
_Games
-
Year
_1989
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Kozmik Krooz'r
$info=kroozr
$icon=kroozr
$data
Mfg.
_Bally
_Midway
-
Year
_1982
-
$format
_Raster
_Horizontal
$bio
Designed by Marvin Glass
and Bill Adams
Programmed by Bill Adams
and crew
Originally known as "Mother-
ship" it was supposed to use a
mirror to reflect the image of a
ship onto the playfield. Bill's new
design of the game introduced
the cute green alien that Bally/
Midway executives hoped would
be the next fad like Pac-Man was
for Namco (note: the alien's next
appearance was in Wacko).
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Krull
$info=krull
$icon=krull
$data
Mfg.
_Gottlieb
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Matt Householder
and Chris Krubel
Audio by David Thiel
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Legendary Wings
$info=lwings,lwings2.lwingsjp
$icon=lwings
$data
Mfg.
_Capcom
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Tip: Do yourself a favor and
avoid being sucked into the
open mouths in the middle of
the levels. They waste time
and lives. From an arcade
gaming design standpoint, it
was a nifty idea to get you to
keep spending quarters to
get through the time wasting
levels until you would fight
the end of the level boss.
(Kim Greenblatt)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Liberator
$info=liberatr
$icon=liberatr
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dennis Harper
$end
#---------------------------------------------------------------------------------------------------------------------------
#Lost Tomb
$info=losttomb,losttmbh
$icon=losttomb
$data
Mfg.
_Stern
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Dan Lee
$end
#---------------------------------------------------------------------------------------------------------------------------
#Lunar Lander
$info=llander,llander1
$icon=llander
$data
Mfg.
_Atari
-
Year
_1979
-
Format
_B/W
_Vector
_Horizontal
$bio
Designed by someone,
somewhere on a PDP-11
Programmed by Rich Moore
Atari's first vector game. After
a short run of Lunar Lander
machines were manufacturered,
production was shifted over to
Asteroids, and the first few
hundred Asteroids machines
were housed in Lunar Lander
cabinets. (Brian Deuel)
Atari donated a gold edition
version of the coin-operated
video game to the Discovery
Center of Science &
Technology in Syracuse, New
York.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Lunar Rescue
$info=lrescue,grescue,desterth
$icon=lrescue
$data
Mfg.
_Taito
-
Year
_1979
-
Format
_Raster
_Vertical
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#MACH 3
$info=mach3
$icon=mach3
$data
Mfg.
_Mylstar
-
Year
_1983
-
Format
_Raster
_Laserdisc
_Horizontal
$bio
Designed and programmed
by Chris Brewer
and Fred Darmstadt.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mad Planets
$info=mplanets
$icon=mplanets
$data
Mfg.
_Gottlieb
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Kan Yabumoto
Audio by David Thiel
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Major Havoc
$info=mhavoc,mhavoc2,mhavocrv
$icon=mhavoc
$data
Mfg.
_Atari
-
Year
_1984
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Owen Rubin and
Mark Cerny (Marble Madness)
Gameplay innovation at its
finest. A game that would have
done greater numbers had
anyone cared in 1984. Only
500-600 dedicated machines
were manufactured.
(Brian Deuel)
Mark Cerny came in the
middle of the design, adding
one of the space waves (the
flying fish) and the last 4
base ship mazes. He also
added some objects to the
mazes (such as the gun and
floating boots) and helped
clean up old items that
never got shipped.
(Owen Rubin, programmer)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Marble Madness
$info=marble,marble2,marblea
$icon=marble
$data
Mfg.
_Atari Games
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed/graphics
by Mark Cerny
Programmed by
Bob Flanagan
Sound by Hal Canon
and Brad Fuller
In 1984, Marble Madness was
the first game for the new Atari
System 1 and Atari Games
demonstrated the technical
superiority of this new piece
of hardware with this outstanding
game.
-It was the first game with such
impressive Pseudo-3D-Graphics.
-It was the first game with true
stereo sound.
-It was the first game with a kind
of film music, the music really
supports the pictures and keeps the
player in suspense.
-It seems to be the first game that
hardly had any repetitive elements
during the levels and that had a real
"end", the player could win against
the machine.
There often are rumors on the
internet about Marble Madness 2
(Marble Man), a game that was
never released, but that was tested
in several arcades around 1991.
There were new levels and the
marble had some "Extra
weapons". The marble was
personified in death and win
sequences ("Marble Man" had a
cape and a face) and at least
some of the prototypes had
joysticks instead of trackballs.
Nobody ever seems to have
published a screenshot of this
game, although there are some
pics of the cabinet on some
arcade sites.
(Bernhard Kirsch)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mario Bros.
$info=mario,masao
$icon=mario
$data
Mfg.
_Nintendo
-
Year
_1983
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Shigeru Miyamoto
and crew
The third game in the Mario
series, this was also the
first cooperative play game
in the Mario canon. Many
elements of this game would
find it's way into the next
Mario sequel, Super Mario
Bros.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mercs
$info=mercs,mercsu,mercsj
$icon=mercs
$data
Mfg.
_Capcom
-
Year
_1991
-
Format
_Raster
_Vertical
$bio
Mercs team:
S.Okano, A.Kume, Kijima (chief
designer)
H.Nishio, T.Hayashi (character
design)
M.Gotoh (sound)
Y.Katayama (sound
programmer)
M. Akahori, T.Ohta,
Y.Matsui (program)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Max RPM
$info=maxrpm
$icon=maxrpm
$data
Mfg.
_Bally
_Midway
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Max RPM is known best
for it's split-screen
play, but not much else :)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mikie
$info=mikie,mikiej,mikiehs
$icon=mikie
$data
Mfg.
_Konami
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Minefield
$info=minefld
$icon=minefld
$data
Mfg.
_Stern
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Chris Oberth
$end
#---------------------------------------------------------------------------------------------------------------------------
#Missile Command
$info=missile,missile2,suprmatk
$icon=missile
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dave Theurer (Tempest)
Originally called Armeggedon,
Missile Command was designed
at a time that the United
States and Russia were locked
in a fierce "cold war". The
idea began when Lyle Rains
received a clipping of a
magazine story about sat-
ellites. He passed this
article on to Dave Theurer
who then designed the game.
Dave says work on the game
became so intense, he had
nightmares of impending
nuclear holocaust on a
regular basis.
Missile Command has 2 bugs. At
810,000 you are awarded an
almost unlimited amount of cities
(I computed it to be 240 at one
time). After 255 screens, a screen
is displayed with 0x points.
The actual points awarded on
this screen are 256 times the
normal points. After
completing this screen (and
racking up a lot of points!),
another screen is displayed
with 0x points, but this time,
the level ends as soon as it
starts with just bonus points
awarded, no screen is actually
played. For each of the 30
missiles left and 6 cities left,
256 times normal points are
awarded. The screen following
this one starts the game over at
1x points, a slow first screen,
but with the score maintained.
The score rolls over after
999,995 points.
(Eric Anschuetz)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Moon Cresta
$info=mooncrst,mooncrgx,mooncrsg,mooncrsb,fantasia,eagle,moonqsr
$icon=mooncrst
$data
Mfg.
_Nihon
_Bussan
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
Many clones were made of
this game. Among them:
Eagle, Moon Quasar, and
Fantasia. This game did
quite well when it was
released, but signaled
the end of the space
game rush.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mortal Kombat
$info=mk,mk2
$icon=mk
$data
Mfg.
_Midway
-
Year
_1992
-
Format
_Raster
_Horizontal
$bio
In the first releases of the
game, toggle switches were
added at the backs of the ded-
icated boxes that did nothing.
They were added to appease
concerned operators or par-
ental groups that there was a
"blood" mode and a "less
bloody" mode.
(Kim Greenblatt)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mr. Do
$info=mrdo,mrdot,mrdofix,mrlo,mrdu,mrdoy,yankeedo
$icon=mrdo
$data
Mfg.
_Universal
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Inspired by Dig Dug.
The first of a series
of four Mr. Do games,
this one was the biggest
success. None of Universal's
games did near as well as Mr
Do, and Universal dis-
appeared in the video game
crash of 1983-84.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mr. Do Run Run
$info=dorunrun,dorunru2,dorunruc,spiero
$icon=dorunrun
$data
Mfg.
_Universal
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Super Piero is the
Japanese version of
this game. The maze
graphics are slightly
different.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Mr. Viking
$info=mrviking
$icon=mrviking
$data
Mfg.
_Sega
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
Programmed by
A.Kawahara &
K.Iwanaga
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Ms. Pacman
$info=mspacman
$icon=mspacman
$data
Mfg.
_Bally
_Midway
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
When Midway needed a sequel
to the greatest selling video
game of all time, Namco was
not yet ready to deliver it
yet, as Super Pacman was
still in development. There-
fore, Midway opted to design
the sequel in-house, and Ms.
Pacman was born.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Ms. Pacman Plus
$info=mspacatk
$icon=mspacatk
$data
Mfg.
_Two-Bit
_Score
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
This is a hack of Ms. Pacman
done by Two-Bit Score, who
also did Popeye Pacman.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Naughty Boy
$info=naughtyb
$icon=naughtyb
$data
Mfg.
_Japan Leisure
_(Cinematronics)
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
The longer you hold the fire
button, the further the rock
goes.
(Sal Bugliarisi)
The bootlegs of this game made
it into the arcades before the
official release did.
(unknown)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Nibbler
$info=nibbler,nibblera
$icon=nibbler
$data
Mfg.
_Rock-Ola
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Lonnie Ropp and crew
First game to support a
billion point score.
(Curtis Hart)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Night Driver
$info=nitedrvr
$icon=nitedrvr
$data
Mfg.
_Atari
-
Year
_1976
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dave Shepperd
$end
#---------------------------------------------------------------------------------------------------------------------------
#Omega Race
$info=omegrace
$icon=omegrace
$data
Mfg.
_Bally
_Midway
-
Year
_1981
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Ron Halliburton and crew
Midway's only vector game.
Omega Race was designed as
a direct competitor to
Atari's Asteroids.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pacman
$info=pacman,pacmanjp,pacmanm,npacmod,pacmod,hangley,puckman,pacheart,pacmanbl
$icon=pacman
$data
Mfg.
_Midway
_(Namco)
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
Designed by Toru Iwantani
Programmed by Hideyuki
Mokajima and crew
Pacman was conceived at
lunchtime...literally. The
designer was very hungry, and
ordered a whole pizza for
himself. He took one slice,
and Pacman was born.
The name Pacman is derived
from the Japanese slang word
"paku-paku", which means "to
eat". The game was called
"Puckman" in Japan, but due to
American's predilection with
changing words to vulgarities
by scratching part of the word
off (Puck to..well, you know),
it was changed to Pacman.
To give the game some tension,
some clever AI was programmed
into the game. The ghosts
would group up, attack the
player, then disperse. Each
ghost had its own AI. Blinky
chases Pacman, Pinky is pos-
itioned a few dots in front
of Pacman's mouth. The others
move randomly.
The game took 1 1/2 years to
complete, and had five people
on its team.
Pacman is the greatest
selling arcade game of all
time, and is arguably the
most well-known video char-
acter. It had its own
cartoon, lunch box, board
game, and hundreds of other
products. Pacman was also
the first game to have a
"character", and changed
the face video games for-
ever.
Pacman was the first
video game to be as equally
popular to women as it was
with men.
(Jeff Mercer, Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Paperboy
$info=paperboy
$icon=paperboy
$data
Mfg.
_Atari
_Games
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by John Salwitz and
Dave Ralston
Game art by Doug Snyder
Sound by Hal Canon
Animation by Will Noble
On Monday, June 30, 1986; Mr.
Mark Caesar and Mr. Robin
Hallingstad file a suit against Atari
Games Corp. for $1 million plus
profits alleging that the company
stole the idea for a video game
that was marketed by the name
of PAPERBOY. The boys had
submitted to Atari a detailed
proposal for a similar game in
July 1983.
(Don Thomas, I.C. When)
An early ROM version of this
game had a bug which allowed
the player to ride the bike
further than the obstacle
course, causing the machine
to crash.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pengo
$info=pengo,pengo2,pengo2u,penta
$icon=pengo
$data
Mfg.
_Sega
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Nobuo Kodera, Tsutomu
Iwane, Akira Nakakuma,
and Shinji Egi
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Peter Packrat
$info=peterpak
$icon=peterpak
$data
Mfg.
_Atari
_Games
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Peter Thompson
Art and animation by
Debbie Hayes
Sound by Mike Fuller
$end
#---------------------------------------------------------------------------------------------------------------------------
#Phoenix
$info=phoenix,phoenixt,phoenix3,phoenixc
$icon=phoenix
$data
Mfg.
_Amstar
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
Easter Egg:
(IRECSA - G.G.I. Corp
version only)
On the first level, with the
birds in a doughnut shape,
shoot the first two birds
from the left-hand side, be
as quick as you can. Then
move your ship as far to
the left as you can and
wait for about 10-15
seconds. Three birds will
fly around then go back to
the formation, which
should then all move.
Three more birds will fly
around with one going off
the left hand side of the
screen, come under and
hit your ship. A beeping
noise is heard and you
should have over 100,000
points and 5 lives. If it
doesn't work first time,
keep trying.
(Forgot who sent this in.
Email me!)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pioneer Balloon
$info=pballoon
$icon=pballoon
$data
Mfg.
_SNK
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Piranha
$info=piranha
$icon=piranha
$data
Mfg.
_GL
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Piranha is a hack of Pacman
that was released in the
arcades as a conversion kit.
No lawsuit was ever filed
against GL for the conversion.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pleiads
$info=pleiads,pleiadce
$icon=pleiads
$data
Mfg.
_Tehkan
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Pleiads' marquee on the actual
machine has the spelling
'Pleiades' instead of the on-
screen spelling.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pocket Gal
$info=pcktgal,pcktgalb,pcktgal2,spool3,spool3i
$icon=pcktgal
$data
Mfg.
_Data East
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Pocket Gal team:
Minagawa, Shinichi (program)
Kinta58000 (design)
Masa, Fusimi, Astaroth,
Mixman (graphics)
Hitomi, Tatsuya, Maro,
Azusa (sound)
(Andrea Doimo, Universal
Videogame List)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Power Drive
$info=powerdrv
$icon=powerdrv
$data
Mfg.
_Bally
_Midway
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Designed by
John Kubik
Programmed by
Jeff Nauman and crew
$end
#---------------------------------------------------------------------------------------------------------------------------
#Psychic 5
$info=psychic5
$icon=psychic5
$data
Mfg.
_Jaleco
-
Year
_1987
-
Format
_Raster
_Vertical
$bio
Hardware planned by "Lovely"
Yohsuke
Software created by
"Ultra Man" Naoki
[Ultra Man is a famous hero of
japanese TV movies]
"Lonely" Kazuhiro
Character designed by "Italiano"
Taeko "Donchi" Naoko
Music composed by Cheabow
A little game which had not a
huge success, but nevertheless
was a "cult game" for many
players thanks to the brilliant
gameplay, hard-to-find secret
bonuses and anime-like plot.
The inspiration for the five
ESPers design comes from
several japanese cartoons of
the '70s where the physical
aspect of main characters
was strongly stereotyped to
suit their psychological
profile/fighting ability.
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Pulsar
$info=pulsar
$icon=pulsar
$data
Mfg.
_Sega
_Gremlin
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Larry Clague
and Mike Hendricks
$end
#---------------------------------------------------------------------------------------------------------------------------
#Q*Bert
$info=qbert,qbertjp
$icon=qbert
$data
Mfg.
_Gottlieb
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed by Jeff Lee
Programmed by Warren Davis
Artwork by Terry Doerzaph
Audio by David Thiel
Inspired by artwork by M.C.
Escher who was an artist that
Jeff admired. Ron Waxman
came up with the idea of
Q*Bert changing the color of
the cubes. Q*Bert's name
originated by the combination
of cube and Hubert, but the
"Cube-Bert" was changed to
"Q-Bert" to make it more
unique. The concept game
was called "Snots and Boogers"
and then "@!#?@!" (which
many of the programmers and
Gottlieb VPs said would be
impossible to get anyone to say)
before the final version was
called just "Q*Bert". Slick and
Sam were a play on the phrase
"spick and span" with Sam being
named after co-worker Sam
Russo. Rick Tighe came up with
the idea of adding the pinball
hardware which generated the
very mechanical KA-CHUNK
when Q*Bert falls off the
pyramid.(William Steward)
#end
#---------------------------------------------------------------------------------------------------------------------------
#Q*Bert's Qubes
$info=qbertqub
$icon=qbertqub
$data
Mfg.
_Mylstar
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Neil Burnstein
Audio by David Thiel
Artwork by Terry Doerzaph
This game was the first to
have used both Mylstar
and Gottlieb (Gottlieb was
renamed Mylstar not too
soon after the game was
released, Warren Davis
also joked that Mylstar is
Rat Slime spelled
backwards) on two
different versions of the
marquee.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Qix
$info=qix,qixa,qix2
$icon=qix
$data
Mfg.
_Taito
_America
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Randy and Sandy Pfeiffer
One of the few American Taito
designs, Qix initially did
big numbers, but quickly
died when players discovered
the machine was "unbeatable."
Having a googleplex of
possible combinations, there
was no singular pattern to
the game, and players lost
interest.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Quantum
$info=quantum,quantum1
$icon=quantum
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Vector
_Vertical
$bio
Quantum was designed by
General Computer Corp. for
Atari as part of a lawsuit
settlement for a Missile
Command speedup kit to
which they affixed their
copyright. Quantum was one
of the games, Food Fight was
the other.
(Brian Deuel)
Quantum was a conversion
kit for Space Duel and
Gravitar.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Qwak (Prototype)
$info=qwakprot
$icon=qwakprot
$data
Mfg.
_Atari
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Mark Cerny
This is the prototype of
the released version.
Originally designed to have a
touch-screen interface.
(Mike Balfour of MAMEDEV)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Rampage
$info=rampage
$icon=rampage
$data
Mfg.
_Bally
_Midway
-
Year
_1986
-
Format
_Raster
_Horz.
$bio
Designed and programmed
by Arcade Engineering
$end
#---------------------------------------------------------------------------------------------------------------------------
#Rastan
$info=rastan,rastsaga
$icon=rastan
$data
Mfg.
_Taito
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
From the end credits:
Game Design: Nenko Nishimura
Game Program: Yoshinori
Kobayashi, Hideaki Tomioka,
Touru Takahashi, Hideo Kazama
Char. Design: Nenko Nishimura
Art Design: Nenko Nishimura,
Taira Sanuki, Seiji Kawakami,
Genzou Kuriki
Hardware Engineer: Noboru
Takeshita
Hardware Design: Masahiro
Yamaguchi
Music Composer And Sound
Effects: Naoto Yagishita,
Masahiko Takaki
Art Advisor: Junji Yarita
Special Thanks to
manager Mr. Sanbe
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Reactor
$info=reactor
$icon=reactor
$data
Mfg.
_Gottlieb
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and Programmed
by Tim Skelly
Audio by David Thiel
First called Ram-It,
then Expander, Reactor
was Skelly's first game
design upon going inde-
pendant. He designed a
number of games for
Gottlieb (none of
which were released)
before taking an ex-
tended break in which
he watched horror
movies, drank margaritas,
and wrote a screenplay!
(Brian Deuel, William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Red Baron
$info=redbaron
$icon=redbaron
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Red Baron was a conversion
kit for Battlezone. The game
did poorly in the arcades.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Regulus
$info=regulus
$icon=regulus
$data
Mfg.
_Sega
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Programmed by Hideki
Ishikawa and Shuichi
Katagi
Designed by Yoji Ishii
Character Design Yoshiki
Kawasaki
This team also worked on
Flicky.
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Rescue
$info=rescue
$icon=rescue
$data
Mfg.
_Stern
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Chris Oberth
$end
#---------------------------------------------------------------------------------------------------------------------------
#Return To Vax
$info=mhavocrv
$icon=mhavoc
$data
Mfg.
_Atari
_hack
Year
_1984,97
-
Format
_Vector
_Horizontal
$bio
Modifications of original
by Jess Askey
Return To Vax is a hack of
Major Havoc. Changes include
new levels and easier gameplay.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Ripoff
$info=ripoff
$icon=ripoff
$data
Mfg.
_Cinematronics
-
Year
_1979
-
Format
_B/W
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly
One of the greatest co-
operative two player
games ever created.
Skelly's name appears on
Reactor, another one of
his designs. Tim was one
of the first independent
game designers.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Road Blasters
$info=roadblst
$icon=roadblst
$data
Mfg.
_Atari
_Games
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Roadrunner
$info=roadrunn
$icon=roadrunn
$data
Mfg.
_Atari
_Games
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Norm Avellar, Greg
Rivera, Mike Hally, and
Sam Comstock
Art and animation by
Susan G. McBride
Audio by Hal Canon
Based on the Warner Bros.
cartoon.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Robotron
$info=robotron,robotryo
$icon=robotron
$data
Mfg.
_Williams
_Vidkidz
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Eugene Jarvis
and Larry DeMar (Vidkidz)
The design of Robotron was
influenced by Berzerk and the
Commodore PET game Chase.
It's original concept name was
"Robot Wars: 1984."
The prototype of the game was
built on a Defender platform
with a Stargate board and two
Atari 2600 joysticks attached
to a pail. Jarvis came up
with the control design after
breaking his hand in an auto-
mobile accident.
Williams is sued by Walt
Disney Productions for
copyright and patent
infringement regarding
Williams use of "tron" in
Robotron. Williams wins the
suit and Walt Disney releases
Tron on time.
Easter Egg: To see the
designers credits, do the
following while in game play
... move right and fire up and
hit the player 1 start key, then
move up and fire down and
hit the player 2 start key, and
finally move down and fire up
(while holding the fire up you
see the message).
(Brian Deuel, William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Root Beer Tapper
$info=rbtapper
$icon=rbtapper
$data
Mfg.
_Bally
_Midway
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Steve Meyer.
Graphics by Scott Morrison
Sound by Elaine Ditton
The main character in the
game (as well as the guy in
Domino Man and one of the
lumberjacks in Timber) is
based on a Marvin Glass
employee named Mike
Ferris who had the same
mustache and bald head and
wore a red t-shirt all the time.
This version of Tapper
originated because Aladdin's
Castle arcades needed a
more family oriented version.
(William Steward)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Sarge
$info=sarge
$icon=sarge
$data
Mfg.
_Bally
_Midway
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Arcade Engineering
Hidden deep inside the
graphics roms is a risque'
version of the woman shown
at the beginning of the
game. An easter egg, perhaps?
$end
#---------------------------------------------------------------------------------------------------------------------------
#Satan's Hollow
$info=shollow,shollow2
$icon=shollow
$data
Mfg.
_Bally
_Midway
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Arcade Engineering,
who designed a slew
of games for Midway before
being bought out by them
in 1985.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Scramble
$info=scramble,scrambls,scramblb
$icon=scramble
$data
Mfg.
_Stern
_(Konami)
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Licensed from Konami by Stern
Called the poor man's
Defender, this was one
of the first multi-level
space shooters, if not the
first.
$end
#---------------------------------------------------------------------------------------------------------------------------
#Shinobi
$info=shinobi
$icon=shinobi
$data
Mfg.
_Sega
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
$end
#---------------------------------------------------------------------------------------------------------------------------
#Section Z
$info=sectionz
$icon=sectionz
$data
Mfg.
_Capcom
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Programmed by Toshio Arima
(Andrea Babich)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Showdown
$info=showdown
$icon=showdown
$data
Mfg.
_Exidy
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#---------------------------------------------------------------------------------------------------------------------------
#Sinistar
$info=sinistar,sinista2
$icon=sinistar
$data
Mfg.
_Williams
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Noah Falstein, RJ Mical,
John Newcommer, Jack Haegar,
and Sam Dicker
Sinistar started out life as
Juggernaut, then Dark Star.
(Curtis Hart)
There was an office joke that
when the Sinistar said "Run
Coward", it sounded like
"Ron Howard", which is
where is recieved its
nickname: "Opie-Star"
Easter Egg: The designers
credits are hidden within the
game but can only be seen
after entering 3 credits and
doing a series of movements
and key presses, which the
programmers have now
forgotten.
Easter Egg 2: There is a bug
in the game that allows an
enemy shot still on screen to
kill you while you are
spinning in Sinistar's mouth,
thus killing you twice.
However, this bug can be
used to your advantage
because if you have no extra
lives left before you get
double killed your lives
count goes to -1 (which in
computer speak is a really
big number, so this "cheat"
allows you to get a major
power-up).
(William Steward)
The game's original program
was changed to make it more
difficult, due to management
decisions that it was too
easy. According to the de-
signers, this was totally
against their wishes, as it
spoiled a perfect balance of
gameplay and the game's
smooth animation sequences.
RJ Mical has the original
program burned into a set of
roms in his possession, so
maybe someday....?
Some Sinistar machines came
in a Duramold cabinet. Only
three other games came in
this cabinet, and are highly
sought out colectors items.
There is another romset of
this game available. See
Sinistar (Prototype)
for details.
(Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Sinistar (Prototype), aka Sinistar Rare
$info=oldsin,sinista1
$icon=sinistar
$data
Mfg.
_Williams
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
This romset is allegedly from
a early release machine that
was displayed at the 1982
AMOA show in Las Vegas.
Two Sinistar programmers,
RJ Mical and Noah Falstein,
believe this to be so,
but it's not confirmed.
Here's some gameplay info and
differences courtesy of
Sinistar page and Doug Stoffa,
from whose machine these
images were dumped:
1.Sinistar scream cuts off
during quick re-triggers,
rather than one long
scream.
2.More crystals per planetoid.
3.Sinistar death sometimes
occurs offscreen.
4.Warp to next level in random
direction,not just upper right.
5.Some parameters in operator
adjust screen not present, such
as set attract mode message.
6.You don't spin out when eaten
by the Sinistar. You just
explode when you get too close.
7.Once Sinistar is defeated,
you do not get locked into your
location on the screen. You
can move as if he were still
alive.The warping direction
is not random as initially
thought, but is in the
direction your ship is facing
when the battle computer
engages warp engines.
8.The set has some other weird
behavior which I will call
screen wrapping. It involves
enemies passing through the
window of gameplay and then
re-appearing immediately.
9. The FIRE button advances
the letter entry for high
scores rather than the
joystick's move-right.
10.Instead of having the
word "SINISTAR" appear in
red in the center of the
screen in the standard font
this set has a big red word
SINISTAR in the shape of the
word on the marquee appear
before all the standard font
SINISTARs pop up. It drips
blood in a few places.
Special thanks to Peter
Freeman and Doug Stoffa.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Slap Fight
$info=slapfigh,slapbtjp
$icon=slapfigh
$data
Mfg.
_Taito
-
Year
_1985
-
Format
_Raster
_Vertical
$bio
Easter Egg:
Dont shoot at the beginning of
the game. Try to stay alive for
as long as possible without
firing a single shot. The game
should give you a huge bonus,
depending on how far you
can stay alive without firing.
In addition to this you get
teleported to another level,
and get some nice weapons.
(Frode Gjerde)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Snow Brothers
$info=snowbros,snowbroa
$icon=snowbros
$data
Mfg.
_Toaplan
_(Romstar)
-
Year
_1990
-
Format
_Raster
_Horizontal
$bio
This game was licensed
by Toaplan for manufacture
by Romstar.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Solar Fox
$info=solarfox
$icon=solarfox
$data
Mfg.
_Bally
_Midway
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Arcade Engineering
Contained a "skip-a-rack"
feature, where if the
player beats the timer,
he could....
Skip-a-rack!!!
$end
#--------------------------------------------------------------------------------------------------------------------------
#Solar Quest
$info=solarq
$icon-solarq
$data
Mfg.
_Cinematronics
-
Year
_1981
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Scott Boden (Star Castle)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Space Duel
$info=spacduel
$icon=spacduel
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Designed and partially
programmed by Owen Rubin
Finished by Rick Maurer
The original sequel to
Asteroids, it was shelved
when Asteroids Deluxe was
green-lighted for production.
When Asteroids Deluxe tanked,
this game was taken off the
shelf and released to moderate
success.(Brian Deuel)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Space Dungeon
$info=sdungeon
$icon=sdungeon
$data
Mfg.
_Taito
_America
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Rex Battenberg
Space Dungeon is one of
the few American- designed
Taito games.
("KGB")
$end
#--------------------------------------------------------------------------------------------------------------------------
#Space Invaders
$info=invaders,earthinv,spaceatt,sinvemag,cosmicmo,alieninv,si_tv,si_cv,si_sv
$icon=invaders
$data
Mfg.
_Midway
_(Taito)
-
Year
_1978
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Toshihiro Nishikado
Licensed by Midway for
production in the US
The game that started the
whole damn craze!! SI caused
a yen shortage in Japan. Many
regular produce and goods
stores in Japan removed
their products and converted
into SI parlors overnight,
complete with giant speakers
broadcasting the
"thump-thump-thump" of the
marching invaders. A classic
in every sense of the word.
Space Invaders was the first
arcade game to work it's way
out of seedy arcades and into
pizza parlors and ice cream
shops.
(Curtis Hart)
The SI phenomenon stuns
conservative adults who are
certain the games sour the
minds of their youngsters.
Residents of Mesquite,
Texas push the issue all the
way to the Supreme Court
in their efforts to ban the
illicit machines from their
Bible-belt community.
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Space Invaders PII
$info=invadpt2,invdelux
$icon=invadpt2
$data
Mfg.
_Taito
-
Year
_1979
-
Format
_B/W
_Overlay
_Raster
_Vertical
$bio
Designed and programmed
by Toshihiro Nishikado
The true sequel to the
original. Midway licensed
a different version for
US consumption (SI Deluxe).
Changes in gameplay include
invaders that march forward,
invaders that split to form
two when shot, another bonus
ship that flies by above the
invaders, intermissions
between racks, and the famous
"rainbow bonus."
$end
#--------------------------------------------------------------------------------------------------------------------------
#Space Wars
$info=spacewar
$icon=spacewar
$data
Mfg.
_Cinematronics
-
Year
_1977
-
Format
_Vector
_Horizontal
$bio
Original design (Spacewar!)
by Steve Russell on a
PDP-1 mainframe in
1962
Hardware design and
game program for
Cinematronics by
Larry Rosenthal
Space Wars was the first
vector game. Many buttons, a
gigantic cabinet. The game
was originally brought to
Midway, but Rosenthal balked
at their ridiculous royalty
offer. He sold the game and
hardware to Cinematronics,
and signed a contract for
50% of the royalties; unheard
of in those days. Rosenthal
later left Cinematronics,
taking all technical
documents with him, and
leaving poor Tim Skelly to
scrounge for information.
Luckily, he found a tech who
had helped Rosenthal when he
was pressed for time and
obtained the opcodes and
technical info needed.
Cinematronics sued
Rosenthal, but they
settled, with Larry's
company, Vectorbeam, being
bought by Cinematronics.
Looks like ol' Larry made
out like a bandit!!
$end
#--------------------------------------------------------------------------------------------------------------------------
#Spectar
$info=spectar
$icon=spectar
$data
Mfg.
_Exidy
-
Year
_1980
-
Format
_Raster
_Horizontal
$bio
Spectar is the sequel
to Targ.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Speed Coin (prototype)
$info=spdcoin
$icon=spdcoin
$data
Mfg.
_Stern
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
Designed by Thomas Baron
Programmed by Keith Enge
$end
#---------------------------------------------------------------------------------------------------------------------------
#Speed Freak
$info=speedfrk
$icon=speedfrk
$data
Mfg.
_Vectorbeam
-
Year
_1978
-
Format
_Vector
_Horizontal
$bio
From KLOV (http://www.tc.
umn.edu/~johns594/arcade/
klov/):
This driving game is very
intense. Your perspective is
somewhat overhead and
behind the hood of the car. A
very fast game. In fourth gear
you are moving extremely fast
and control is difficult, making
for exciting and hectic
manuevers. The oncoming
traffic is always the same car
composed of 3-dimensional
"wireframe" vector graphics --
very impressive and ahead of
their time -- similar to the
enemy tanks in Battlezone. The
stationary objects are not as
impressive and usually crudely
rendered.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Speed Rumbler
$info=srumbler,srumblr2
$icon=srumbler
$data
Mfg.
_Capcom
-
Year
_1986
-
Format
_Raster
_Vertical
$bio
Programmer: Yukio Arai
and Kyoko Tomita
Character Design by Chieko
Ryugo, Kimio, Couichi Yotsui
Music by Tamayo Kawamoto
and Harumi Ihara
Hardware by Shinji Kuchino
and Katuhiko Kamimori
(Andrea Babich)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Splat
$info=splat
$icon=splat
$data
Mfg.
_Williams
-
Year
_1982
-
Format
_Raster
_Horizontal
$bios
Designed and programmed
by John Newcommer (Joust)
and Sam Dicker
Inspired by the food fight
scene of Animal House.
John came up with the idea
of removeable heads to
extend the life of the
characters, plus thought it
was a unique twist to the
game. (William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Sprint
$info=sprint1,sprint2
$icon=sprint1
$data
Mfg.
_Atari
-
Year
_1978
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Dennis Koble
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Spy Hunter
$info=spyhunt
$icon=spyhunt
$data
Mfg.
_Bally
_Midway
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Bill Adams and crew
The car was based on one
of the designer's own Nissan
280z.The game was to have a
helicopter stage but the
designers ran out of
resources. They also wanted
the James Bond theme to
play, but settled for the
Peter Gunn theme instead.
(Curtis Hart)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Star Castle
$info=starcas
$icon=starcas
$data
Mfg.
_Cinematronics
-
Year
_1981
-
Format
_Vector
_Horizontal
$bio
Designed by Tim Skelly
Programmed by Scott Boden
The star constellation in the
background was actually the
outline of a centerfold from
a 1980 issue of OUI magazine.
When management found out
after shipping about 5000
units, they flipped out and
almost stopped production.
They eventually came to their
senses and nothing was
changed.
(Cameron MacMillan)
The Atari 2600 game "Yar's
Revenge" originated from a
rough version of Star Castle
for that system which never
made it to production.
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Star Fire
$info=starfire
$icon=starfire
$data
Mfg.
_Exidy
-
Year
_1979
-
Format
_Raster
_Horizontal
$bio
If you enter SKO it will put
"HI SUSAN" on the screen for a
second or two before showing
the high-score table. My part-
time arcade help that did this was
Susan K. Owen.Was she ever
surprised! I asked Exidy and
Susan was the programmers
girlfriend. As far as I know,
they did get married.
(Forwarded to Gareth Long
of MAMEDEV by anonymous)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Star Hawk
$info=starhawk
$icon=starhawk
$data
Mfg.
_Cinematronics
-
Year
_1979
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly
Skelly wrote the entire
Star Hawk program in opcodes
while the develop-
ment tools were being
written for the board.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Star Wars
$info=starwars
$icon=starwars
$data
Mfg.
_Atari
-
Year
_1983
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Mike Hally, Earl Vickers
and Rick Moncrief
The basic game engine for
Star Wars was converted
from a 2-year old space
game project called
Warp-Speed, which was
designed to develop 3-D
image capabilities.
The controls were adapted
from the controls used for
Army Battlezone.
(Curtis Hart)
As Luke's Tie-Fighter
zooms toward the Death
Star, players can barely
make out the words, "May
The Force Be With You" on
the Death Star's face.
Star Wars was the first
Atari game to have speech.
All of the phrases were
taken directly from the
movie.
If the player hits Darth
Vader's Tie Fighter 30
times, the player is
awarded 255 extra shields.
(Jeff Burks)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Stargate
$info=stargate
$icon=stargate
$data
Mfg.
_Williams
-
Year
_1981
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Eugene Jarvis
and Larry DeMar
Stargate was the first game
designed by Vidkidz, the
design firm founded by Jarvis
and DeMar when they decided
to go independent. Williams
became desperate for a game
after the designers left, so
they took Vidkidz under
contract. Stargate took four
months to complete. All
Vidkidz games were designed
on a dual 8" floppy, 1 Mhz
6809 Motorola Exorcisor
system that cost $30,000(!)
in those days.
(Brian Deuel)
The name was changed to
Defender II right after the
game had stopped being
manufactured, because
Williams wanted to make
sure they could own the
trademark on the title.
(Curtis Hart)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Street Fighter 2
$info=sf2,sf2a,sf2b,sf2e,sf2j
$icon=sf2
$data
Mfg.
_Capcom
-
Year
_1991
-
Format
_Raster
_Horizontal
$bio
Street Fighter 2 team:
Character Designer: S.Y.,
Ikusan.Z, Sho, Erichan,
Pigmon, Katuragi, Mak!!,
Manbou, Ballboy, Kurisan,
Q Kyoku, Mikiman, Tanuki,
Yamachan, S'Taing, Nissui,
Buppo, Ziggy, Zummy,
Nakamura and Okazaki
Programmer: Shin, Marina,
Macchan, Ecchro!!
Sound: Shimo-P., Oyaji-Oyaji
To see the programmer's
credits in SF2 you have to
finish the game on one coin.
If you can complete SF2
without losing a round, you'll
also be able to see a tiny picture
of every programmer.
(Andrea Babich)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Subs
$info=subs
$icon=subs
$data
Mfg.
_Atari
-
Year
_1977
-
Format
_Raster
_Horizontal
_Two monitors
$bio
Subs was the first multi-
monitor game. Players stood
on opposite sites of each
other and used radar to find
the others hidden sub, and
blow it away.
(Mike Balfour of MAMEDEV)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Sundance
$info=sundance
$icon=sundance
$data
Mfg.
_Cinematronics
-
Year
_1979
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly
Sundance had grids in
space years before Tempest.
Skelly felt the game lacked
the anxiety element needed
in a good game, and begged
Cinematronics not to release
it. He was right :)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Super Cobra
$info=scobra,scobras,scobrab
$icon=scobra
$data
Mfg.
_Stern
_(Konami)
-
Year
_1981
-
Format
_Raster
_Vertical
$bio
Licensed from Konami
by Stern for manufacture
in the US
Super Cobra is the
sequel to Scramble.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Super Space Invaders
$info=ssi
$icon=ssi
$data
Mfg.
_Taito
-
Year
_1990
-
Format
_Raster
_Horizontal
$bio
The third update to
Space Invaders (the
second was Return of
the Invaders).
$end
#--------------------------------------------------------------------------------------------------------------------------
#Super Sprint and Championship Sprint
$info=ssprint,csprint
$icon=ssprint
$data
Mfg.
_Atari
_Games
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Robert Weatherby and
Kelly Turner
Art and animation by
Will Noble, Kris Moser, and
Sam Comstock
Audio by Hal Canon
The sequel to Sprint II,
these games carry on the
same simple gameplay while
adding a few new elements,
such as the ability to pick
up wrenches for adding modi-
fications to the player's car,
and challenging new tracks.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Superman
$info=superman
$icon=superman
$data
Mfg.
_Taito
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Superman team:
Hidehiro Fujiwara (game design)
Tohru Sugawara, Hideaki
Tomioka, Hideki Hashimoto,
Mari Iwano, Tadakazu Aono
(program)
Nenko Nishimura
(character design)
Yoshihiro Wakita,
Junji Yarita, Taira Sanuki,
Shinobu Iwabuchi, Akira
Saito, Minori Ishino,
Takako Kozima,
Toshiyuki Nishimura
(art design)
Noboru Yasukawa (hardware)
Masahiko Takaki, Kazuyuki
Ohnui, Splatter A., Takami
Asano (music sfx)
Natsuki Hirosawa (graphic design)
(Andrea Doimo, Universal
Videogame List)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tailgunner
$info=tailg
$icon=tailg
$data
Mfg.
_Cinematronics
_(Exidy)
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Designed by Tim Skelly
Programmed by Scott Boden
Exidy licensed Tailgunner
for production of cockpit
units with the name Tail
Gunner II.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tapper
$info=tapper,sutapper
$icon=tapper
$data
Mfg.
_Bally
_Midway
-
Year
_1983
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Steve Meyer
Graphics by Scott Morrison
Sound by Elaine Ditton
There were three versions
of Tapper released: Root
Beer, Budweiser, and Sun-
tary (UK).
The main character in the game
(as well as the guy in Domino
Man and one of the
lumberjacks in Timber) is based
on a Marvin Glass employee
named Mike Ferris who had the
same mustache and bald head
and wore a red t-shirt all the
time. This game was play tested
in a Chicago-area Rush Street
bar called the Snuggery with
much positive feedback.
Digitized beltches were going to
be used in the game, but they
never made it into the final
version. The early prototype of
the machine that Morrison
threw together used a Gorf
joystick, an Atari joystick,
4 phone buttons, and a few
other gizmos.
Easter Egg: To see the
designers credits, hold down
both tappers and both joysticks
then hit the 1P and 2P buttons
while the logo is filling up with
beer in the attract mode.
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Targ
$info=targ
$icon=targ
$data
Mfg.
_Exidy
-
Year
_1980
-
Format
_Format
_Horizontal
$bio
Many more successful games
borrowed elements from Targ,
but the game didn't do too
well in the arcades.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tazz-Mania
$info=tazmania,tazmani2
$icon=tazmania
$data
Mfg.
_Stern
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed
by Chris Oberth and
Gunar Licitis
$end
#--------------------------------------------------------------------------------------------------------------------------
#Teenage Mutant Ninja Turtles
$info=tmnt,tmntj,tmht2p,tmnt2pj
$icon=tmnt
$data
Mfg.
_Konami
-
Year
_1989
-
Format
_Raster
_Horizontal
$bio
TMNT team:
G. Suzuki (program)
Mariyanma 25 (characters)
K. Hattori (graphic)
Y. Asano (visual)
K. Yamashita (animation)
S. Tasaka, Imo Hideto
(sound)
M. Izumi, Miki Chang
(music)
S. Matsumoto (hardware)
(Andrea Doimo, Universal
Videogame List)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tehkan World Cup
$info=tehkanwc
$icon=tehkanwc
$data
Mfg.
_Tehkan
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Program: MICHISHITO ISHIZUKA
Planning: SHINICHIROH TOMIE
Music: TSUKASA MASUKO
Character: RIE YATOMI
Cabinet Design: KOHJI OKADA
Illustration: HIDEYUKI YOKOYAMA
(Roberto Fresca of MAMEDEV)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tempest
$info=tempest,tempest1,tempest2
$icon=tempest
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Vector
_Vertical
$bio
Designed and programmed
by Dave Theurer
The first game to use Color-
Quadrascan and Skill-Step,
both features unique to Atari
vector games.
Tempest was originally
a 3-D Space Invaders clone,
but was changed when the
other engineers didn't come
back to play the game.
This was kind of a test
for an Atari game;if
the engineers kept coming back
to play a new game, it was
considered a hit.The first
prototype of the game had the
shape wireframe spinning and
the gunner remaining
stationary, but that caused
motion sickness after a
period of time so it was
changed around. The design
for Tempest came to Theurer
in a dream; of a hole in the
ground with monsters
crawling out of it and him
trying to stop them.
Tempest sold 20,000 units
to distributors before it
was even released.
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tempest Tubes
$info=temptube
$icon=tempest
$data
Mfg.
_Atari
_(hack)
-
Year
_1980
-
Format
_Vector
_Vertical
$bio
This is a hack of the
original Tempest that
changes the original
playfields into bizarre
new platforms.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Terra Cresta
$info=terracre,terracra
$icon=terracre
$data
Mfg.
_Nichibutsu
-
Year
_1985
-
Format
_Raster
_Vertical
$bio
Easter Egg:
It is possible to get an extra
1000 points bonus when
shooting skeletons which
appear after killing dinosaurs.
If you have the proper
back-firing weapon, fire at
the skeleton and a sprite
should appear flying to the
top. Shoot it to get the
bonus. Remember, you
cant get this bonus with
forward-firing weapon,
you must hit the skeleton
with a back-firing weapon.
(Frode Gjerde)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tetris (Atari)
$info=atetris,atetrisa,atetrisb,atetcktl,atetckt2
$icon=atetris
$data
Mfg.
_Atari
_Games
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Concept and design
by Alexey Pazhitnov
and Vadim Gerasimov
Programmed by Norm Avellar,
Kelly Turner, and Ed Logg
Graphics by Kris Moser
Audio by Brad Fuller
Tetris is one of the most
licensed videogames ever.
Sega owns the arcade rights
overseas, while Nintendo
owns the console rights.
$end
#--------------------------------------------------------------------------------------------------------------------------
#The End
$info=theend
$icon=theend
$data
Mfg.
_Stern
-
Year
_1980
-
Format
_Raster
_Vertical
$bio
$end
#--------------------------------------------------------------------------------------------------------------------------
#Three Wonders (Wonder 3)
$info=3wonders,3wonderj
$icon=3wonders
$data
Mfg.
_Capcom
-
Year
_1991
-
Format
_Raster
_Horizontal
$bio
Udatoshi (game designer)
Komachan (program)
Kurisan (character design)
Kuramoyan (b.g. designer)
T'Yomage (sound composer)
Three kind of games in one
cabinet! Credits appear only
at the end of the third game,
Don't Pull!
(Andrea Doimo, Universal
Videogame List)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tiger Heli
$info=tigerh,tigerhb1,tigerhb2
$icon=tigerh
$data
Mfg.
_Taito
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
Easter Egg:
There is a 10,000 points bonus
in the start of the game. Count
your shots until arriving at the
first railroad. If counting 48
shots, a little car should enter
the screen on the right side.
Destroy it with the 49th shot
to get the bonus. There are
similar cars throughout the
game, but making them
appear is a mystery.
(Frode Gjerde)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Timber
$info=timber
$icon=timber
$data
Mfg.
_Bally
_Midway
-
Year
_1984
-
Format
_Raster
_Horizontal
$bios
Designed and programmed
by Steve Meyer (Tapper, Wacko)
Graphics by Scott Morrison
The main character in the game
(as well as the bartender in
Tapper and the guy in Domino
Man) is based on a Marvin
Glass employee named Mike
Ferris who had the same
mustache and bald head and
wore a red t-shirt all the time.
The original idea was to do a
kind of two-player,
simultaneous, competitive game.
A beaver was originally
programmed into the game to
add some extra competition in
cutting down trees but was
removed.(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Time Pilot
$info=timeplt,timepltc,spaceplt
$icon=timeplt
$data
Mfg.
_Konami
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Programmed by Toshio Arima
Designed by Yoshiki Okamoto
Character by Hideki Ooyama
Sound by Mashahiro Inoue
Yoshiki was told to design
a driving game. When he
learned of the game's
concept, he balked at
making it, and started on
Time Pilot. As development
continued, Okamoto showed
his boss design docs for
the driving game, all the
while working on Time Pilot.
Although his boss told him
to do the driving game
instead, he tried to take
the credit for Time Pilot.
Okamoto decided not to
disgrace his boss and let
the episode go!!
Thanks to Till Oldemeyer
for the link, and Andrea
Babich for the extra
game credits info.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Toobin
$info=toobin
$icon=toobin
$data
Mfg.
_Atari
_Games
-
Year
_1988
-
Format
_Raster
_Vertical
$bio
Designed by Milt Loper
Programmed by Dennis Harper
Toobin' had a unique cabinet,
(as did many Atari games :)
in which there was a motorized
waterfall attached to the top
of the marquee. When this neat
gadget failed, it made a
horrible grinding noise that
could be heard behind closed
oak doors!!
Very much an Atari Games concept.
Makes you wonder what kinds of
drugs these guys were on!!
$end
#---------------------------------------------------------------------------------------------------------------------------
#Top Secret
$info=topsecex
$icon=topsecex
$data
Mfg.
_Exidy
-
Year
_1986
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tower of Druaga
$info=todruaga,trdruagb
$icon=todruaga
$data
Mfg.
_Namco
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
Designed by (from the end
credits):
Game designer Evezoo End
Programmer Satoshi Knight
Sound composer Zunko Odawa
Hardware Single Shigeru
Graphics design You.Shino
(Nicola Salmoria of MAMEDEV)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tron
$info=tron,tron2
$icon=tron
$data
Mfg.
_Bally
_Midway
Year
_1982
-
Format
_Raster
_Vertical
$bio
Designed and programmed by
John Pasierb, Bill Adams,
George Gomez, Atish Ghosh,
and Earl Vickers
Walt Disney Productions
charges Williams Electronics
for copyright and patent
infringement regarding Williams
use of "tron" in Robotron.
Williams wins the suit and
Disney goes on to hire
Bally/Midway to create video
games based on their movie.
(William Steward)
Tron was originally slated
to be a color vector game.
It was designed using an
early script of the movie.
Basically, the team took
various challenges Flynn
had to go through and made
them into four separate
games-within-a-game. Three
of the four scenes were
either changed or removed
from the final cut of the
movie, but it still made
one hell of an awesome
game.
(Brian Deuel)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Tutankham
$info=tutankst,tutankhm
$icon=tutankst
$data
Mfg.
_Stern
_(Konami)
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
Programmed by H.Tanigaki
Fabio Rossi, in his
'Dizionario Dei Videogame',
claims that the game was
originally to be called
'Tutankhamon'. However,
when programmers decided
to change the monitor position
from horizontal to vertical,
they had to cut the -ON suffix
from "Tutankhamon" to make
the title fit the screen width.
Rossi reports this anecdote to
stress the lack of marketing
strategies in the early years
of VGs, when a game's name
could be determined by simple
technical considerations.
(Andrea Babich)
Stern Electronics
licensed this game for
distribution in the US.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Two Tigers
$info=twotiger
$icon=twotiger
$data
Mfg.
_Bally
_Midway
-
Year
_1984
-
Format
_Raster
_Horizontal
$bio
Designed and programmed by
Ron Halliburton (Omega Race)
and Tim Gilbert of Arcade
Engineering
Two Tigers originally had a
spinner control for the
crosshairs, but was changed
to joystick when players
complained.
$end
#--------------------------------------------------------------------------------------------------------------------------
#US vs THEM
$info=usvsthem
$icon=usvsthem
$data
Mfg.
_Mylstar
-
Year
_????
-
Format
_Raster
_Laserdisc
_Horizontal
$bio
Designed and programmed
by Warren Davis
Filmed footage by Warren
Davis and Dennis Nordman
Audio by Dave Zabriskie
(William Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Vanguard
$info=vanguard,vangrdce
$icon=vanguard
$data
Mfg.
_SNK
-
Year
_1981
-
Format
_Raster
_Horizontal
$bio
Centuri licensed this
game for distribution
in the US.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Vindicators
$info=vindictr
$icon=vindictr
$data
Mfg.
_Atari
_Games
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Kelly Turner, Norm
Avellar, and Rusty Dawe
Art and animation by
Kris Moser and Susan G.
McBride
Audio by Brad Fuller and
Hal Canon
$end
#--------------------------------------------------------------------------------------------------------------------------
#Venture
$info=venture,venture2,venture4
$icon=venture
$data
Mfg.
_Exidy
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Howell Ivey and crew
Howell Ivey was responsible
for most of Ramtek and Exidy's
early games, such as Death
Race, Robot Bowl, Circus, and
Clean Sweep. He later designed
the hardware for Exidy's line
of excellent shooters.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Vulgus
$info=vulgus,vulgusj
$icon=vulgus
$data
Mfg.
_Capcom
-
Year
_1984
-
Format
_Raster
_Vertical
$bio
Designed by (from the
high score table of
the Japanese version):
T. Toyohara
M. Kimura
Y. Morita
A. Fukada
S. Okada
This was the first game
produced by Capcom. It
features, as enemies, the
four pointed stars which
would be used as bonuses in
a lot of the following games.
The US version's high score
table allowed three initials
to be entered. The Japanese
version allowed ten letters
to be entered.
(Nicola Salmoria)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Wacko
$info=wacko
$icon=wacko
$data
Mfg.
_Bally
_Midway
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Steve Meyer
Graphics by Scott Morrison
The game originally had a
wizard shooting at cute
animals but Bally/Midway execs
thought it was too cute and
needed an edge. Monsters were
designed by Scott and put in
instead, plus Bally/Midway also
called him at the last minute to
replace the wizard with the little
green alien from Kozmik
Krooz'r. The slanted cabinet
was an idea by Marvin Glass
which required the trak-balls
to be installed upside down to
work properly. (Wiliam Steward)
$end
#--------------------------------------------------------------------------------------------------------------------------
#War of the Worlds
$info=wotw
$icon=wotw
$data
Mfg.
_Cinematronics
-
Year
_1982
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly and Rob Patton
War of the Worlds was one of
the last vector games Cinema-
tronics created. The game was
never released due to it test-
ing badly at the 1982 AMOA
show. The game could have
been a winner, had it gotten
the tuning it needed, but the
programmers just didn't have
the hardware possible to do
it justice.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Warlords
$info=warlord
$icon=warlord
$data
Mfg.
_Atari
-
Year
_1980
-
Format
_Raster
_Horizontal
$bio
$end
#--------------------------------------------------------------------------------------------------------------------------
#Warrior
$info=warrior
$icon=warrior
$data
Mfg.
_Cinematronics
-
Year
_1980
-
Format
_Vector
_Horizontal
$bio
Designed and programmed
by Tim Skelly
Quite possibly the first
fighting game ever. The
game had an overlay that
had the stairs and the
pits that were obstacles
in the game.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Warriors of Fate
$info=wof,wofj
$icon=wof
$data
Mfg.
_Capcom
-
Year
_1992
-
Format
_Raster
_Horizontal
$bio
Warriors of Fate team:
Domesan, Xor, Tsu-Zy,
34-Sakontz (program)
Fukumoyan, Kyo-Chan,
Tenman, Tama Chan,
Tanuki, Ballboy, Mizumo,
Yuusuke, Nonsuchi,
Youjiro, Saotome,
Kurata-N, Ume
(character)
Akiman (onnanoko design)
T-Yomage, Bull, Oyabun,
Inu (sound)
(Andrea Doimo, Universal
Videogame List)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Whodunit
$info=whodunit
$icon=whodunit
$data
Mfg.
_Exidy
-
Year
_1988
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Larry Hutcherson, Vic
Tolomei, and Ken Nicholson
$end
#--------------------------------------------------------------------------------------------------------------------------
#Xenophobe
$info=xenophob
$icon=xenophob
$data
Mfg.
_Bally
_Midway
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Designed and programmed
by Howard Shere
Xenophobe was a highly
original game with a highly
original concept. It was the
first split-screen game.
It was also a victim
of a production scheduling
snafu. Due to it's produc-
tion being pushed ahead,
a lot of the game's tuning
was axed. There are many
objects in the game that
the player can pick up,
but have no use.
(Neil Bradley of MAMEDEV/
RCDEV)
$end
#--------------------------------------------------------------------------------------------------------------------------
#Xevious
$info=xevious,xeviousa,sxeviuos,xevios
$icon=xevious
$data
Mfg.
_Namco
_(Atari License)
-
Year
_1982
-
Format
_Raster
_Vertical
$bio
At the beginning of the game
go to the bottom right of the
screen and keep the BOMB
button pressed.
In the original the message is:
Namco original
program by Evezoo
but in the bootleg, it is:
Dead copy making
copy under Namco program
And in Super Xevious it is:
Special thanks for you
by game designer Evezoo
(Nicola Salmoria of MAMEDEV)
Xevious was among the first
games to use pre-rendered
graphics.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Xybots
$info=xybots
$icon=xybots
$data
Mfg.
_Atari
_Games
-
Year
_1987
-
Format
_Raster
_Horizontal
$bio
Designed by Ed Logg
Programmed by
Ed Logg and Bob Flanagan
I interviewed Ed and asked
him about Xybots:
Xybots was another game that
seemed inspired by computer
games. Any sticky technical
problems designing the "3d"
interface?
Actually there were several
sticky issues. We had no 3D
hardware. We had no bit map
hardware (ala Robotron) either
This game was done on a
hardware that had 8x8 stamps
for the background. The
monsters and shots were done
with motion objects which had
been around since 1977. So the
trick was to build a maze just
using these 8x8 stamps.
(Ed Logg of Atari Games,
Brian Deuel)
$end
#---------------------------------------------------------------------------------------------------------------------------
#Yie Ar Kung Fu
$info=yiear,yiear2
$icon=yiear
$data
Mfg.
_Konami
-
Year
_1985
-
Format
_Raster
_Horizontal
$bio
An excellent fighting
game that, with Karate
Champ, defined the genre.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Zero Zone
$info=zerozone
$icon=zerozone
$data
Mfg.
_Comad
-
Year
_199?
-
Format
_Raster
_Horizontal
$bio
A risque version of Columns.
#The newest game emulated by
#Retrocade.
$end
#--------------------------------------------------------------------------------------------------------------------------
#Zookeeper
$info=zookeep,zookeep1,zookeep2
$icon=zookeep
$data
Mfg.
_Taito
_America
-
Year
_1982
-
Format
_Raster
_Horizontal
$bio
Designed by
John Morgan and
Keith Egging
Programmed by
John Morgan
Music by Tom Fosha
Originally called King Crab,
Zookeeper was one of the few
American- designed games that
Taito released (with Space
Dungeon and Qix being two
others.
Early machines had a bug in
which the player could turn
the machine off and on and
get one or two free credits.
("KGB", Brian Deuel)
$end
#--------------------------------------------------------------------------------------------------------------------------
#THE END!