game
icon
title The King of Fighters '94
set name kof94
manufacturer SNK
year 1994
genre Fighter (hof)
category Fighter / Versus (hof)
driver status good
driver source neodrvr.c
snapshots MW: in game / CT: in game | title | select | versus | wallpaper | BIOS / Mr. Do: artwork ( 1 ) / PS: in game | title | select | versus | scores
zoom
rating

65.1% after 234 votes
 
BIOS neogeo
display
colour emulation good
palette 0
display type raster
orientation horizontal
resolution 320x224
frequency 59.185606Hz
sound
sound emulation good
channels stereo
controls
players 2
nplayers 2P sim
controls 8 way joystick
buttons 4
coin slots 2
hardware
cpu 68000 @ 12MHz
cpu Z80 @ 4MHz
audio YM2610 @ 8MHz
data
version added .034b05
last change(s) .109 .059
roms
name size crc set flags sha1
sp-s2.sp1  131072  9036d879  neogeo    4f5ed7105b7128794654ce82b51723e16e389543 
sp-s.sp1  131072  c7f2fa45  neogeo    09576ff20b4d6b365e78e6a5698ea450262697cd 
usa_2slt.bin  131072  e72943de  neogeo    5c6bba07d2ec8ac95776aa3511109f5e1e2e92eb 
sp-e.sp1  131072  2723a5b5  neogeo    5dbff7531cf04886cde3ef022fb5ca687573dcb8 
asia-s3.rom  131072  91b64be3  neogeo    720a3e20d26818632aedf2c2fd16c54f213543e1 
vs-bios.rom  131072  f0e8f27d  neogeo    ecf01eda815909f1facec62abf3594eaa8d11075 
sp-j2.rom  131072  acede59c  neogeo    b6f97acd282fd7e94d9426078a90f059b5e9dd91 
sp1.jipan.1024  131072  9fb0abe4  neogeo    18a987ce2229df79a8cf6a84f968f0e42ce4e59d 
055-p1.bin  2097152  f10a2042  kof94    d08a3f3c28be4b1793de7d362456281329fe1828 
055-s1.bin  131072  825976c1  kof94    cb6a70bdd95d449d25196ca269b621c362db6743 
sfix.sfix  131072  c2ea0cfd  neogeo    fd4a618cdcdbf849374f0a50dd8efe9dbab706c3 
000-lo.lo  131072  5a86cff2  neogeo    5992277debadeb64d1c1c64b0a92d9293eaf7e4a 
sm1.sm1  131072  94416d67  neogeo    42f9d7ddd6c0931fd64226a60dc73602b2819dcf 
055-m1.bin  131072  f6e77cf5  kof94    292a3e3a4918ffe72bd1c41acb927b91844e035e 
055-v1.bin  2097152  8889596d  kof94    c9ce713b720511438dbd3fe3bcc7c246f475c6a2 
055-v2.bin  2097152  25022b27  kof94    2b040a831c3c92ac6e4719de38009a0d55b64f6b 
055-v3.bin  2097152  83cf32c0  kof94    34a31a37eb10945b5169e96321bcea06eec33a00 
055-c1.bin  2097152  b96ef460  kof94    e52f5303c17b50ce165c008be2837336369c110b 
055-c2.bin  2097152  15e096a7  kof94    237c2a3d059de00bfca66e0016ed325d7a32bfec 
055-c3.bin  2097152  54f66254  kof94    c594384bcd8b03beb8c595591505fecc44b185ac 
055-c4.bin  2097152  0b01765f  kof94    ec1fdcc944611408367bf5023d4ebe7edd9dfa88 
055-c5.bin  2097152  ee759363  kof94    8a5621c1b1f8267b9b9b6a14ab4944de542e1945 
055-c6.bin  2097152  498da52c  kof94    1e6e6202ee053a5261db889177ce3a087e078bda 
055-c7.bin  2097152  62f66888  kof94    ac91a0eab0753bee175ad40213a4ae5d38ed5b87 
055-c8.bin  2097152  fe0a235d  kof94    a45c66836e4e3c77dfef9d4c6cc422cb59169149 
cabinet art
cabinet kof94.png
marquee kof94.png
control panel kof94.png
flyer kof94.png
PCB neogeo.png
additional information
info 0.34b5 [Santeri Saarimaa]

Neo-Geo

Bugs:
  • At Athena stage(China), if you defeate your enemy at the right corner with a (specialmove) you'll see the up-right corner of the background will turn into a white or sometimes red colour. Is this a bug or is it just an original game bug? kof940105u2gre king_krm
WIP:
  • 0.34b6: Changed description to 'The King of Fighters '94'.
  • 0.34b5: Added King of Fighters '94 (SNK 1994).
LEVELS: 10

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Romset: 24832 kb / 14 files / 11.94 zip
history The King of Fighters '94 (c) 1994 SNK.


34 selectable characters in fixed teams of three clash to defeat Rugal Bernstein.


- TECHNICAL -


SNK Neo-Geo MVS hardware

Game ID : 0055


Main CPU : 68000 (@ 12 Mhz)

Sound CPU : Z80 (@ 4 Mhz)

Sound Chips : YM2610 (@ 8 Mhz)


Screen orientation : Horizontal

Video resolution : 320 x 224 pixels

Screen refresh : 59.19 Hz

Palette colors : 4096


Players : 2

Control : 8-way joystick

Buttons : 4

=> [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'.


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 (1994)
  2. The King of Fighters '95 (1995)
  3. The King of Fighters '96 (1996)
  4. The King of Fighters '97 (1997)
  5. The King of Fighters '98 - The Slugfest (1998)
  6. The King of Fighters '99 - Millennium Battle (1999)
  7. The King of Fighters 2000 (2000)
  8. The King of Fighters 2001 (2001)
  9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
  10. The King of Fighters 2003 (2003)
  11. The King of Fighters NeoWave (2004)
  12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
  13. The King of Fighters XI (2005)
  14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
  15. The King of Fighters Maximum Impact - Regulation A (2007)
  16. The King of Fighters '98 - Ultimate Match (2008)
  17. The King of Fighters XII (2009)
  18. - 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
    • - PORTS -
    • * Consoles :
    • SNK Neo-Geo CD (1994)
    • Sony PlayStation 2 (2004, "The King of Fighters '94 Re-Bout")
    • Microsoft XBOX (2005, "The King of Fighters '94 Re-Bout")
    • Nintendo Wii (2008, "Virtual Console")
    • Sony PlayStation 2 (Apr.2008, "SNK Arcade Classics 1")
    • Sony PSP (Apr.2008, "SNK Arcade Classics 1")
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • The King of Fighters 10th Anniversary, http://www.kof10th.com
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=the-king-of-fighters-'94&page=detail&id=1285&o=2
resource links view in MAWS
view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in KLOV
view in MamEnd
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in VGMuseum Neo-Geo Endings
cheats
cheats
code comments
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
00010000:10FD82:00000080:FFFFFFFF  Arcade (MVS)
00010000:10FD82:00000000:FFFFFFFF  Home (NEOGEO)
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