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Units produced: Taito Corporation
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:
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
MAME folder name: sbm
Display: raster 320x224 @ 60.00Hz (60.00 pixclock)
Sound: 1 channels
Emulated in MAME via driver taito_b.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 4096; Savestate: supported
c69-01.ic5 with 1048576kb
c69-02.ic6 with 1048576kb
c69-03.36 with 524288kb
c69-12.ic1 with 131072kb
c69-13.ic2 with 131072kb
c69-14.ic3 with 131072kb
c69-15.ic4 with 131072kb
c69-19-1.9 with 131072kb
c69-20-1.10 with 131072kb
c69-21-1.11 with 131072kb
c69-22-1.12 with 131072kb
c69-23.28 with 65536kb
- 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.
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
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