After Burner II Sega Genesis original used video game cart for sale. Collectaible condition, Low prices, Buy online, Read/leave reviews, Games play on your.
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.: December 18, 2013. WW: January 15, 2015Mode(s)Standard upright, hydraulicDisplayAfter Burner II is an arcade-style flight game released by in October 1987. It is the second game in the After Burner series. In the game, players fly a jet fighter, gunning down enemies while avoiding incoming fire. After Burner II came both a standard arcade cabinet and a actuated, sit-down version which moved according to the motion of the plane onscreen. The cockpit would bank in the same direction the on-screen aircraft was banking. Contents.Development Development of After Burner II commenced after was finished.
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The game was mostly created by three men, Satoshi Mifune, and Kawaguchi. During development, it was codenamed Studio 128 to specify the secrecy of the project.The primary influence of After Burner II was, although an art style in the vein of science fiction anime films like was considered but scrapped due to team wanting to appeal to a western audience.After Burner II was considered to be a reissue of After Burner, that included minor improvements such as a throttle that was absent in the original game.Ports. Arcade version screenshot.After Burner II has been and to numerous home systems:, and.The game was rebuilt with feature as one of for.Reception placed the Genesis/Mega Drive version at number 38 in their Top Mega Drive Games of All Time. MegaTech magazine praised the smooth and fast gameplay, as well as the sound.ReceptionReview scoresPublicationScore5/10 (Mobile Phone)90%19/25Legacy In Japan, After Burner II was released on the as part of the classic series.M2 ported After Burner II in Sega's series to the in Japan on 2013 and worldwide in 2015.
This version is faithful to the original arcade game with additions, including Touch Controls and screen layouts that resemble the Upright as well as the Commander and Deluxe cabinets. An unlockable new Special mode was also added, which used a time-slowing 'Burst' system similar to, and featured a different story and altered stages.
This mode has no stage select or continues, and instead depends on frequent acquisition of extra lives over the course of the game in order to complete it. References.
Contents.Max Out Missiles/Secret MessageAt the start of various levels, the game will stop the action and send a ship which will restock your missiles; it only gives you 50 missiles. If you use a certain button combination before your ship makes contact with that ship (that is, before the RELOAD WEAPONS message appears), you will see a secret message and the ship will give you 100 missiles instead, maxing out your stock. Taken together, all the secret messages tell some story completely unrelated to the game. It seems to be describing drawing mangaː Tone and G-pens are traditional manga drawing tools, while 'simekiri' refers to a deadline and 'bottsu' is rejection of a submitted piece.LevelButton CodeMessage3hold Left, then press BPRINCESS CAPTURED DARK FORCE.RESCUE PRINCESS MIA,TOM!!5hold Right, then press BTHE NAME OF DARK FORCE IS= SIMEKIRI =9just press BTOM FIGHT THE FORCEAT G-PEN AND TONE.11hold Right, then press BDARK MASTER USES SPELL,'BOTTSU!!' .TOM FEELS EVIL POWER.13hold Left, then press BOH! IT IS SO DANGEROUS!16hold Left, then press B'I NEVER GIVE UP!' TOM USES ITEM.
19just press BTOM DRAWS AND DRAWS.PRINCESS MIA ONLY PRAYS.21hold Right, then press BHURRY UP!!THE MORNING COMING SOON.Unused Related TextLevels 1 and 23 (the cutscene-only level used for the ending) also have strings associated with this cheat, but the cheat does not work for those levels. Had it worked, you would just press B to activate it.LevelStringAddress in Japanese ROMAddress in US/Europe ROM1. $4DD2$4EC423+100 MISSILES!!$4F86$5078For the addresses, the first byte indicates the button combination, the next three bytes position (and possibly color? TODO) the text, and after that is the null-terminated string.
The three bytes+string would be repeated if there were more text, however since these are the only strings printed here, the byte $FF ends printing. Most, if not all, text in the game takes the three bytes-string.- $FF form. To do:These are for the Japanese ROM; the code is still in the US/Europe ROM but I need to rewrite this paragraph to cover it.There is unused code at $6ACE that runs a special version of the main game loop that logs all controller input to the (invalid for this game) address range $80000, $80400 for some time, then freezes with the message 'READY TRACE!!' (at $6C3C in the above-mentioned string format). Pausing is disabled in this special game loop. The freezing is presumably caused by the opcode $FFFF (triggering a line 1111 emulator handler) at $6BBC; the game does jump into the (shared by most errors) handler.
My (andlabs) best guess is that the debug hardware allowed grabbing the data from the address range above and placing it elsewhere for the demos.You can jump into this game loop and play with patch codes 006350:4EF8 and 006352:6ACE (which replaces the actual game loop with this new one), however I do not know how to extract the data (it could just be changing the two addresses to be in SRAM for emulators that automatically create SRAM) or how to play your demos back (as I have not yet located the demo data in ROM).
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