HINT: Time your grenade shots to wipe out more than one enemy vehicle at a time. It is rarely smart to use a grenade on a single vehicle. Grenades are not plentiful enough to use that way. HINT: When the large, blonde fellows with the big machine guns appear in stage four (Ammo dump), shooting them in the face will take them down quickly. Otherwise, a grenade or lots of bullets will be required.HINT: Also in stage four, keep a stream of fire going just to the right corner of the mortar behind the sandbags. You will plug the guy shooting at you early and you will not be distracted by incoming mortar fire.HINT: Each round cleared heals three damage points and the village round heals twenty damage points. If you are playing on a generous machine (mucho power drinks) or an easy machine and you are a great shot, you may have less than three damage points near the end of the first stage (enemy radar) or less than twenty damage points near the end of the village scene. If so, leave one helicopter alive. When it flies on screen, pump it with nine bullets. This gives you points and you can finish it with one shot if you need to. The helicopters often take just one damage point and take a long time to deliver their damage. All the while they do this, power drinks, grenades, and ammunition may show up so you can stock up before the round has to end. Blow-up the helicopter when you have three or twenty damage points depending on the round. HINT: On the fifth stage (concentration camp), you are likely to finish this round shooting foot soldiers. If you are a good shot, wait until they flash. Sometimes, the enemies do not flash or shoot. The longer you delay the end of the round, the more likely you are to have ammo, grenades, and power drinks drift into the scene.HINT: If you play a game that allows you to select the scene in which you fight, choose the village when you have 15-20 damage points so you can make the most of the village's healing bonus where twenty damage points will be removed. Also, do not select the ammo dump. It uses more ammo than it gives, delivers inevitable damage to you, and the three helicopters the ammo dump sends to reinforce the final round are nothing compared to the onslaught you face at the ammo dump.
Double Dragon, Pit Fighter, DJ Boy, Tapper, Saturday Night Slammasters, Ninja Gaiden, Bad Dudes, Street Fighter, Rolling Thunder, Donkey Kong, the list goes on and on.
Manufacturer: Taito Year: 1987 Class: Wide Release Genre: Shooter Type: VideogameMonitor:Orientation: Horizontal Type: Raster: Standard Resolution CRT: Color Conversion Class: Taito Classic Number of Simultaneous Players: 1 Maximum number of Players: 1 Gameplay: Single Control Panel Layout: Single Player Controls: Gun: Positional with trigger Sound: Amplified Mono (one channel)
Rambo (hell yeah bitch), The Jetsons meet the Flintstones, Milo and Otis, Terminator trilogy, Batman trilogy (pick any 3), Don't tell mom, the baby sitter's dead
Technical The main PCB uses Taito CPUs and has five PROMs. The sound PCB is mounted to and above the main PCB. The sound board has one PROM and uses a Z80 CPU.