Sonic Blast Man (Japan)| 1990 |
Description:
Notes:
Notes:
Release type:
Developer: Taito Corporation
Controls/Input Device: Control(joy8way), Buttons(4)
Number of Players: 2
Rating:
Creator:
More Creator:
More Coder/Software:
Developer: Taito Corporation
Controls/Input Device: Control(joy8way), Buttons(4)
Number of Players: 2
Rating:
Creator:
More Creator:
More Coder/Software:
Publisher:
Manufacturer:
Genre:
License from/Copyright:
Graphics/Artwork:
Music:
SoundFX:
System/ConversionClass:
SoundMix: Mono
Manufacturer:
Genre:
License from/Copyright:
Graphics/Artwork:
Music:
SoundFX:
System/ConversionClass:
SoundMix: Mono
URL: Official:
URL: Rules:
URL: Hints:
URL: Cheats:
URL: Reviews:
Sonic Blast Man (Japan) VGMuseum Game Endings
Sonic Blast Man (Japan) on CAESAR
Sonic Blast Man (Japan) high score and replay at MARP
Sonic Blast Man (Japan) on datObase
URL: Rules:
URL: Hints:
URL: Cheats:
URL: Reviews:
Sonic Blast Man (Japan) VGMuseum Game Endings
Sonic Blast Man (Japan) on CAESAR
Sonic Blast Man (Japan) high score and replay at MARP
Sonic Blast Man (Japan) on datObase
Mameinfo.dat entry:
0.37b10 [Yochizo]
WIP:
- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.
- 0.147u1: Fixed maincpu rom loading.
- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.
- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.
- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.
- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.
- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.
- 25th April 1999: Dumped Omega Fighter Special.
LEVELS: 8 (restarts once)
Other Emulators:
* FB Alpha
* JFF
* Raine
Recommended Games (Star Force):
Catacomb
Vega
Espial
Night Star (DECO Cassette)
Nova 2001
Star Jacker
Stunt Air
Zodiack
Star Force
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Mission 660
Rafflesia
S.R.D. Mission
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
Blast Off
Blazing Lazers
GunHed (Tourvision PCE bootleg)
The Next Space
Omega Fighter
Super Star Soldier (Tourvision PCE bootleg)
Lethal Thunder
Pollux
Strike Gunner S.T.G
Vimana
Explosive Breaker
Final Star Force
Galmedes
Gunlock
GunNail
Nebulas Ray
Super-X
Gekirindan
Viper Phase 1
Fever SOS
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
0.37b10 [Yochizo]
WIP:
- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.
- 0.147u1: Fixed maincpu rom loading.
- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.
- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.
- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.
- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.
- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.
- 25th April 1999: Dumped Omega Fighter Special.
LEVELS: 8 (restarts once)
Other Emulators:
* FB Alpha
* JFF
* Raine
Recommended Games (Star Force):
Catacomb
Vega
Espial
Night Star (DECO Cassette)
Nova 2001
Star Jacker
Stunt Air
Zodiack
Star Force
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Mission 660
Rafflesia
S.R.D. Mission
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
Blast Off
Blazing Lazers
GunHed (Tourvision PCE bootleg)
The Next Space
Omega Fighter
Super Star Soldier (Tourvision PCE bootleg)
Lethal Thunder
Pollux
Strike Gunner S.T.G
Vimana
Explosive Breaker
Final Star Force
Galmedes
Gunlock
GunNail
Nebulas Ray
Super-X
Gekirindan
Viper Phase 1
Fever SOS
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Sonic Blast Man (c) 1990 Taito.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C69
Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Even if titlescreen says 1990, Sonic Blast Man was released in January 1991 in Japan.
Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.
- SERIES -
1. Sonic Blast Man (1990)
2. Real Puncher (1994)
3. Sonic Blast Heroes (2010)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels. You pick a target and attempt to KO it as if you were playing with one credit in the arcade version. Win or lose, you go onto the next side-scrolling level.
How the SFC version plays : Instead of an actual target to punch with your own actual fist as in the arcade version, you have a "Hit Point" circle that moves quickly left and right on the screen and an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, you have to press all four directions on the D-pad as quickly possible. The gauge will deplete RAPIDLY the moment you stop building power. You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. The power of the punch on the object is determined by the level of the power gauge and how close the "Hit Point" circle was over the center of the object when you punched. If you exceed the time limit, the game will automatically punch for you but your punch will have no power behind it.
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=2500&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
Sonic Blast Man (c) 1990 Taito.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C69
Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Even if titlescreen says 1990, Sonic Blast Man was released in January 1991 in Japan.
Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.
- SERIES -
1. Sonic Blast Man (1990)
2. Real Puncher (1994)
3. Sonic Blast Heroes (2010)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels. You pick a target and attempt to KO it as if you were playing with one credit in the arcade version. Win or lose, you go onto the next side-scrolling level.
How the SFC version plays : Instead of an actual target to punch with your own actual fist as in the arcade version, you have a "Hit Point" circle that moves quickly left and right on the screen and an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, you have to press all four directions on the D-pad as quickly possible. The gauge will deplete RAPIDLY the moment you stop building power. You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. The power of the punch on the object is determined by the level of the power gauge and how close the "Hit Point" circle was over the center of the object when you punched. If you exceed the time limit, the game will automatically punch for you but your punch will have no power behind it.
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=2500&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 104F2F 00000009 FFFFFFFF Infinite Credits
00000000 105031 0000000B FFFFFFFF Infinite Time
00000000 105037 000000E7 FFFFFFFF Hit Power always = 999
00010000 105036 00000003 FFFFFFFF Hit Power always = 999 (2/2)
Credit Pugsy's MAME Cheat file
00000000 104F2F 00000009 FFFFFFFF Infinite Credits
00000000 105031 0000000B FFFFFFFF Infinite Time
00000000 105037 000000E7 FFFFFFFF Hit Power always = 999
00010000 105036 00000003 FFFFFFFF Hit Power always = 999 (2/2)
Credit Pugsy's MAME Cheat file