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Platform: Neo Geo MVS
Units produced: SNK
Controls/Input Device: Control(joy8way), Buttons(4)
Number of Players: 2
Acting Talent involved:
More Machine Details:
More System Details:
Game Awards Nominations:
Game Awards Won:
The King of Fighters '94 VGMuseum Game Endings
The King of Fighters '94 on CAESAR
The King of Fighters '94 high score and replay at MARP
The King of Fighters '94 on datObase
MAME folder name: kof94
Display: raster 320x224 @ 59.19Hz (59.19 pixclock)
Sound: 2 channels
Emulated in MAME via driver neodrvr.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 0; Savestate: unsupported
000-lo.lo with 131072kb
055-c1.bin with 2097152kb
055-c2.bin with 2097152kb
055-c3.bin with 2097152kb
055-c4.bin with 2097152kb
055-c5.bin with 2097152kb
055-c6.bin with 2097152kb
055-c7.bin with 2097152kb
055-c8.bin with 2097152kb
055-m1.bin with 131072kb
055-p1.bin with 2097152kb
055-s1.bin with 131072kb
055-v1.bin with 2097152kb
055-v2.bin with 2097152kb
055-v3.bin with 2097152kb
asia-s3.rom with 131072kb
sfix.sfix with 131072kb
sm1.sm1 with 131072kb
sp-e.sp1 with 131072kb
sp-j2.rom with 131072kb
sp-s.sp1 with 131072kb
sp-s2.sp1 with 131072kb
sp1.jipan.1024 with 131072kb
uni-bios_1_0.rom with 131072kb
uni-bios_1_1.rom with 131072kb
uni-bios_1_2.rom with 131072kb
uni-bios_1_2o.rom with 131072kb
uni-bios_1_3.rom with 131072kb
uni-bios_2_0.rom with 131072kb
uni-bios_2_1.rom with 131072kb
uni-bios_2_2.rom with 131072kb
uni-bios_2_3.rom with 131072kb
uni-bios_2_3o.rom with 131072kb
usa_2slt.bin with 131072kb
vs-bios.rom with 131072kb
- 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)
* FB Alpha
Recommended Games (Star Force):
Night Star (DECO Cassette)
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
GunHed (Tourvision PCE bootleg)
The Next Space
Super Star Soldier (Tourvision PCE bootleg)
Strike Gunner S.T.G
Final Star Force
Viper Phase 1
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
The King of Fighters '94 (c) 1994 SNK.
24 selectable characters in fixed teams of three clash to defeat Rugal Bernstein.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-055
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in August 1994.
The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year.
At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK - Millenium Fight 2000". When Guile fights Rugal that statue is shown and later destroyed by Guile.
Kyo Kusanagi : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "Art of Fighting", coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game.
Benimaru Nikaido : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned.
Goro Daimon : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck.
Terry Bogard : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today.
Andy Bogard : Compared to Andy's original form ("Fatal Fury - King of Fighters"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents.
Joe Higashi : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury - King of Fighters". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today.
Ryo Sakazaki : Ryo (as can be said of all characters from "Art of Fighting") has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors.
Robert Garcia : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his adversary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for.
Takuma Sakazaki : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result.
Yuri Sakazaki : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team.
Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves.
Ralf Jones : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of ikari or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent.
Clark Steel : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandanna, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found.
Athena Asamiya : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!).
Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has.
Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men.
Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version.
King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed.
Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today.
Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception.
Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design.
Kim Kaphwan : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two.
Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick.
Choi Bounce : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy.
An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF.
Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period.
Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Brazil Stage's background music (Jungle Bouncer) samples "Surprise! You're Dead!", a song from Faith No More.
The background music from USA Stage (Slum No. 5), Japan Stage (Esaka) and the 2nd Rugal Stage (Showdown R & D) all contain voice samples from "Gutfest '89", a song from Digital Underground.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994.
- TIPS AND TRICKS -
* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.
* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's life-bar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :)
* Beat the game without continuing to see all the characters grouped together on the The End screen.
- SERIES -
1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)
- STAFF -
Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Haruo Tomita, Yosisi Hashimoto
System director : Toyochan
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Graphic director : Mitsuo Kodama
Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa
Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki
Programmers : Shinchan (as 'Shinchan-Gts'), S. Fujinuki
Sound : Masahiko Hataya (Papaya), Brother Hige, Pearl Sibakiti, Ackey
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Athena Asamiya : Reiko Fukui
Sie Kensou : Eiji Yano
Brian Battler : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Choi Bounce : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Ryo Sakazaki : Masaki Usui
Heavy D! : Toshikazu Nishimura
Lucky Glauber : Kazuhiro Inage (Key Inage)
Robert Garcia : Kazuhiro Inage (Key Inage)
Kim Kaphwan : Satoshi Hashimoto
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Clark Steel : Yoshinori Shima
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Rugal Bernstein : Toshimitsu Arai
Special thanks : Y. Tozono, Hiroto Ikuta, Mitsuru, Shinsuke, Takayuki Mizono, Souji Takamori, Kentarou Isomura, Hiroto Kittaka, Masa Naganuma, Hideki G. Smith, Y.Gushiken,
Secret A., Ossan Kick S.O, M. Yamamoto, Hangyojin-F, Omega 1, Omega 2, Omega 3, Kiritao, Mermaid Blue, Kanitaro, Omega Z
- PORTS -
* Consoles :
SNK Neo-Geo [JP] (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
SNK Neo-Geo [US] (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
SNK Neo-Geo CD [JP] (Nov. 2, 1994; "The King of Fighters '94 [Model NGCD-055]")
SNK Neo-Geo CD [US] (???. ?, 1994; "The King of Fighters '94 [Model NGCD-055E]")
Sony PlayStation 2 [JP] (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25448]")
Sony PlayStation 2 [JP] (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25449]")
Nintendo Wii [Virtual Console] [JP] (Nov. 06, 2007; "The King of Fighters '94 [Model EAGJ]")
Nintendo Wii [Virtual Console] [EU] (Nov. 23, 2007; "The King of Fighters '94 [Model EAGP]")
Nintendo Wii [Virtual Console] [US] (Jan. 07, 2008; "The King of Fighters '94 [Model EAGE]")
Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
Nintendo Wii (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PlayStation 2 (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PSP (Oct.2008, "The King of Fighters Collection: The Orochi Saga")
Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=1285&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
00000042 10882E 00000060 FFFFFFFF Infinite Time
00000001 10882E 00000000 FFFFFFFF Finish Round Now!
62000000 000000 00000000 00000000 Select Mai's Boobs
00010000 10C6E2 00000000 FFFFFFFF Always Bounce
00010000 10C6E2 00000001 FFFFFFFF Never Bounce
20800000 004C24 00000060 FFFFFFFF Always Enable Special Move It is enabled even with maximum energy and no power.
20810000 00B1BE 00000060 FFFFFFFF Always Enable Special Move (2/4)
20810000 00B1EA 00000060 FFFFFFFF Always Enable Special Move (3/4)
20810000 00B22E 00000060 FFFFFFFF Always Enable Special Move (4/4)
20B00000 002B5E 4EB9000F FFFFFFFF Invincibility [Master Code]
20910000 002B62 0000F040 FFFFFFFF Invincibility [Master Code] (02/47) [ Direct Attack or Firearm ]
20B10000 0FF040 660C4A2E FFFFFFFF Invincibility [Master Code] (03/47) 02B5E - jsr $ff044.l / FF040 - bne $ff04e
20B10000 0FF044 01F06606 FFFFFFFF Invincibility [Master Code] (04/47) FF042 - tst.b ($1f0,A6) [Check Invincibility flag]
20B10000 0FF048 2C6D0792 FFFFFFFF Invincibility [Master Code] (05/47) FF046 - bne $ff04e / FF048 - movea.l ($792,A5),A6
20B10000 0FF04C 4E75046F FFFFFFFF Invincibility [Master Code] (06/47) FF04C - rts
20B10000 0FF050 00760002 FFFFFFFF Invincibility [Master Code] (07/47) FF04E - subi.w #$76,($2,A7) [change return address to $2aee]
20910000 0FF054 00004E75 FFFFFFFF Invincibility [Master Code] (08/47) FF054 - rts
20B10000 00A3BE 4EB9000F FFFFFFFF Invincibility [Master Code] (09/47) [ Catch or Throw ]
20910000 00A3C2 0000F056 FFFFFFFF Invincibility [Master Code] (10/47) 0A3C2 - jsr $ff056.l
20B10000 0FF056 48411210 FFFFFFFF Invincibility [Master Code] (11/47) FF056 - swap D1 / FF058 - move.b (A0),D1
20B10000 0FF05A 4A2B01F0 FFFFFFFF Invincibility [Master Code] (12/47) FF05A - tst.b ($1f0,A3) / FF05E - bne $ff064
20B10000 0FF05E 6604C207 FFFFFFFF Invincibility [Master Code] (13/47) FF060 - and.b D7,D1
20B10000 0FF062 4E75323C FFFFFFFF Invincibility [Master Code] (14/47) FF062 - rts
20B10000 0FF066 00004E75 FFFFFFFF Invincibility [Master Code] (15/47) FF064 - move.w #$0,D1 / FF068 - rts
20B10000 00DD72 4EB9000F FFFFFFFF Invincibility [Master Code] (16/47) [ Storm Bringer (Heidern) - Call check routine ]
20B10000 00DD76 F06A4E71 FFFFFFFF Invincibility [Master Code] (17/47) 0DD76 - jsr $ff06a.l / nop
20B10000 00F548 4EB9000F FFFFFFFF Invincibility [Master Code] (18/47) [ Super Argentine Back Breaker (Ralf) - Call check routine ]
20B10000 00F54C F06A4E71 FFFFFFFF Invincibility [Master Code] (19/47) 0F54C - jsr $ff06a.l / nop
20B10000 010736 4EB9000F FFFFFFFF Invincibility [Master Code] (20/47) [ Super Argentine Back Breaker (Clark) - Call check routine ]
20B10000 01073A F06A4E71 FFFFFFFF Invincibility [Master Code] (21/47) 10736 - jsr $ff06a.l / nop
20B10000 010F94 4EB9000F FFFFFFFF Invincibility [Master Code] (22/47) [ Ultra Argentine Back Breaker (Clark) - Call check routine ]
20B10000 010F98 F06A4E71 FFFFFFFF Invincibility [Master Code] (23/47) 10F94 - jsr $ff06a.l / nop
20B10000 0188D2 4EB9000F FFFFFFFF Invincibility [Master Code] (24/47) [ Chou-Oosotogari (Daimon) - Call check routine ]
20B10000 0188D6 F06A4E71 FFFFFFFF Invincibility [Master Code] (25/47) 19F00 - jsr $ff06a.l / nop
20B10000 019590 4EB9000F FFFFFFFF Invincibility [Master Code] (26/47) [ Tenchi Gaeshi (Daimon) - Call check routine ]
20B10000 019594 F06A4E71 FFFFFFFF Invincibility [Master Code] (27/47) 19590 - jsr $ff06a.l / nop
20B10000 019F00 4EB9000F FFFFFFFF Invincibility [Master Code] (28/47) [ Jigoku Gokuraku Otoshi (Daimon) - Call check routine ]
20B10000 019F04 F06A4E71 FFFFFFFF Invincibility [Master Code] (29/47) 19F00 - jsr $ff06a.l / nop
20B10000 029174 4EB9000F FFFFFFFF Invincibility [Master Code] (30/47) [ Syouran Kyaku (Takuma) - Call check routine ]
20B10000 029178 F06A4E71 FFFFFFFF Invincibility [Master Code] (31/47) 0F54C - jsr $ff06a.l / nop
20B10000 02AD22 4EB9000F FFFFFFFF Invincibility [Master Code] (32/47) [ Hyakuretsu Binta (Yuri) - Call check routine ]
20B10000 02AD26 F06A4E71 FFFFFFFF Invincibility [Master Code] (33/47) 2AD22 - jsr $ff06a.l / nop
20B10000 0FF06A 4A2B01F0 FFFFFFFF Invincibility [Master Code] (34/47) [ Check routine for the above (special) throw moves ]
20910000 0FF06E 0000660A FFFFFFFF Invincibility [Master Code] (35/47) FF06A - tst.b ($1f0,A3) / FF06E - bne $ff07a
20B10000 0FF070 302C0018 FFFFFFFF Invincibility [Master Code] (36/47) FF070 - move.w ($18,A4),D0
20B10000 0FF074 906B0018 FFFFFFFF Invincibility [Master Code] (37/47) FF074 - sub.w ($18,A3),D0
20910000 0FF078 00004E75 FFFFFFFF Invincibility [Master Code] (38/47) FF078 - rts
20B10000 0FF07A 707F4E75 FFFFFFFF Invincibility [Master Code] (39/47) FF07A - moveq #$7f,D0 / FF07C - rts
20B10000 01874A 4EB9000F FFFFFFFF Invincibility [Master Code] (40/47) [ Jiraishin (Daimon) ]
20B10000 01874E F07E4E71 FFFFFFFF Invincibility [Master Code] (41/47) 1874A - jsr $ff07e.l / nop
20B10000 0FF07E 4A2B01F0 FFFFFFFF Invincibility [Master Code] (42/47) FF07E - tst.b ($1f0,A3)
20910000 0FF082 0000660A FFFFFFFF Invincibility [Master Code] (43/47) FF082 - bne $ff08e
20B10000 0FF084 302B00E0 FFFFFFFF Invincibility [Master Code] (44/47) FF084 - move.w ($e0,A3),D0
20B10000 0FF088 08000000 FFFFFFFF Invincibility [Master Code] (45/47) FF088 - btst #0,D0
20910000 0FF08C 00004E75 FFFFFFFF Invincibility [Master Code] (46/47) FF08C - rts
20B10000 0FF08E 707F4E75 FFFFFFFF Invincibility [Master Code] (47/47) FF08E - moveq ##$7f,D0 / rts
60000000 000000 00000000 00000000
00000000 108221 000000CF FFFFFFFF Infinite Energy PL1
00000001 108221 00000000 FFFFFFFF Drain all Energy Now! PL1
00000000 108219 0000007F FFFFFFFF Always have Max POW PL1
00000001 108219 0000007F FFFFFFFF Get Max POW Now! PL1
00800000 1082F0 00000001 FFFFFFFF Invincibility PL1 Works after you've enabled 'Invincibility [Master Code]'
00000001 108231 00000008 FFFFFFFF Play with Rugal PL1 Use these on the character selection screen
60000000 000000 00000000 00000000
00000000 108421 000000CF FFFFFFFF Infinite Energy PL2
00000001 108421 00000000 FFFFFFFF Drain all Energy Now! PL2
00000000 108419 0000007F FFFFFFFF Always have Max POW PL2
00000001 108419 0000007F FFFFFFFF Get Max POW Now! PL2
00800000 1084F0 00000001 FFFFFFFF Invincibility PL2 Works after you've enabled 'Invincibility [Master Code]'
00000001 108431 00000008 FFFFFFFF Play with Rugal PL2 Use these on the character selection screen
60000000 000000 00000000 00000000
62000000 000000 00000000 00000000 Select Cartridge/NeoGeo Type Enable it DURING the neogeo bios booting sequence. If you miss the boot sequence reset and THEN enable it. The Home (NEOGEO) setting may open up other aspects of the game or it may even make the game unplayable.
00010000 10FD82 00000080 FFFFFFFF Arcade (MVS)
00010000 10FD82 00000000 FFFFFFFF Home (NEOGEO)
Credit Pugsy's MAME Cheat file