Shadow Force (Japan Version 2)

Arcade 1993 Technos Japan Fighter 2.5D
Ninjas with the ability to possess their enemies must use all means at their disposal to save themselves and those that they defend!

Shadow Force has 6 buttons : 2 for punches (low and high) 2 for kicks (low and high) 1 button for jump and 1 for possessing an enemy. You can obtain various attack moves holding down up or down and press the buttons for punches and kicks. It is even possible to combine the punch and kick attacks to obtain some different combos, even the enemies can do the same, but the number of their attacks is generally less various compared to the heroes moves, even the combos are limited for the enemies.
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Shadow Force (Japan Version 2)

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Technical

CPU
  • maincpu 68000 (@ 14 Mhz)
  • audiocpu Z80 (@ 3 Mhz)
Chipset
  • YM2151 (@ 3 Mhz)
  • OKI6295 (@ 1 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 240
  • Frequency 59.57244 Hz
Controlers
  • Number of players 2
  • Number of buttons 6
  • Kind of controler joy (8 ways)

Shadow Force (Japan Version 2) Screenshots

Shadow Force (Japan Version 2) - Screen 1
Shadow Force (Japan Version 2) - Screen 2
Shadow Force (Japan Version 2) - Screen 3
Shadow Force (Japan Version 2) - Screen 4
Shadow Force (Japan Version 2) - Screen 5

Clones of Shadow Force (Japan Version 2)

Tips on Shadow Force (Japan Version 2)

* To possess an enemy, go close on him, then press the 6th button, now you can use that enemy like a playable character, and you can use his moves too! (a screen appears with a description of one of the enemy moves). For leave the enemy body and return to your normal character hero, press the same key. Try to control different enemies and have fun to switch on them!! Find what of them are most powerful and how you can take advantage of their moves! Remember that you can't possess a boss, and also you can't possess nobody if your lifebar is empty; also, when the enemy possessed dies, the player is still on action, but is lifebar remains empty.

* When you engage an enemy, you fight still versus one of them, and in that moment you can go back and forward on him without turn your shoulder on him, you can also execute a block when the enemy attack simply press the opposite direction on him. If you engage groups of enemies, you fight one enemy at once, while the others stay far of you waiting that you defeat the first enemy before they attack you.

* After you've beaten the last boss, Dr Wong will challenge you giving the chance of one last battle before you can terminate the game : this final battle is identical to the bonus stage, but you can choose one of the 4 boss to fight versus the other character boss controlled by CPU. This is the only moment on the game where you can control a boss. If you win this last battle you can see the real final of the game, if you lose you'll obtain a game over.

Shadow Force (Japan Version 2) and M.A.M.E.

0.60 [David Haywood, Nicola Salmoria]

WIP:
- 0.136u2: Atari Ace converted Shadow Force to use driver_data structure.
- 0.133u1: Renamed (shadfrcj) to (shadfrcej) and (shadfrcjv2) to (shadfrcejv2).
- 0.132: Guru added clone Shadow Force (Japan Version 3). Renamed (shadfrcj) to (shadfrcjv2).
- 8th June 2009: Guru - Shadow Force version 3 (1993 Technos) arrived. Thanks to Gp-Lee.
- 0.129: Mamesick fixed debug assertion in Shadow Force driver.
- 0.128u7: Improvements to ShadowForce driver [Mamesick]: Converted driver to be fully scanlines based using timers. Updated driver to new video screen raw parameters. Changed VSync to 59.572440 Hz.
- 0.127u4: Corrado Tomaselli verified CPU clocks and corrected/verified OKI M6295 frequencies and pin for Shadow Force. Changed OKI6295 clock speed to 1686900 Hz.
- 0.127u3: David Haywood cleaned up Shadow Force input port mapping.
- 0.127u2: Shadow Force changes [Pierpaolo Prazzoli]: Added irqs ack. Implemented raster irq. Fixed coin2 and service input not working during the game. Added watchdog. Fixed visible area. Added video enable and irqs enable flags. Changed visible area to 320x240.
- 1st September 2008: Pierpaolo Prazzoli - I've implemented the raster effect used in the title screen. I don't know if there are other places that use it.
- 0.125u4: David Haywood fixed games freezes at start.
- 0.119: Stephane Humbert fixed input port so that Shadow Force (Japan Version 2) doesn't skip straight to the end sequence.
- 0.117u3: Stefan Lindberg added clone Shadow Force (Japan Version 2).
- 0.84u5: RND changed MSM6295 clock speed to 12000 Hz.
- 0.67: Changed description to 'Shadow Force (US Version 2)'.
- 0.60: David Haywood added Shadow Force (US) (Technos 1993). TODO: Graphic Glitches. Spurious sprite at the top right of the title screen. Visible area too large? Other Interrupt?
- 21st April 2002: Nicola Salmoria fixed the tile colors, priorities and palette fades, and he added sound to Shadow Force. Stephane Humbert fixed the inputs as well.
- 20th April 2002: David Haywood sent in a preliminary driver for Shadow Force which doesn't yet have sound and there are some graphics glitches.

LEVELS: 5

Other Emulators:
* FB Alpha

Romset: 15040 kb / 15 files / 4.86 zip
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