game
icon
title Makai-Mura (Japan Revision C)
set name makaimuc
manufacturer Capcom
year 1985
genre Platform (hof)
category Platform / Fighter Scrolling (hof)
driver status good
driver source gng.c
snapshots PS: in game | title | scores | parent / MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / EJ: parent
zoom
rating

73.4% after 90 votes
 
parent Ghosts'n Goblins (World? set 1)
other clones Ghosts'n Goblins (bootleg with Cross)
Ghosts'n Goblins (Italian bootleg, harder)
Ghosts'n Goblins (US)
Ghosts'n Goblins (World? set 2)
Makai-Mura (Japan Revision G)
Makai-Mura (Japan)
display
colour emulation good
palette 256
display type raster
orientation horizontal
resolution 256x224
frequency 60.000000Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 8 way joystick
buttons 2
coin slots 2
hardware
cpu M6809 @ 1.5MHz
cpu Z80 @ 3MHz
audio YM2203 @ 1.5MHz
audio YM2203 @ 1.5MHz
data
version added .035rc2
last change(s) none since version .53
roms
name size crc set flags sha1
mj04c.bin  16384  1294edb1  makaimuc    35d3b3ce4ee25d3cfa27097de0c9a2ab5e4892aa 
mj03c.bin  32768  d343332d  makaimuc    3edf47ff2bd49b4451b737b6d3eb54256b489c81 
mj05c.bin  32768  535342c2  makaimuc    5f05a4965476f2db6fddec557d93d12ec1f9750c 
gg2.bin  32768  615f5b6f  gng    7ef9ec5c2072e21c787a6bbf700033f50c759c1d 
gg1.bin  16384  ecfccf07  gng    0a1518e19a2e0a4cc3dde4b9568202ea911b5ece 
gg11.bin  16384  ddd56fa9  gng    f9d77eee5e2738b7e83ba02fcc55dd480391479f 
gg10.bin  16384  7302529d  gng    8434c994cc55d2586641f3b90b6b15fd65dfb67c 
gg9.bin  16384  20035bda  gng    bbb1fba0eb19471f66d29526fa8423ccb047bd63 
gg8.bin  16384  f12ba271  gng    1c42fa02cb27b35d10c3f7f036005e747f9f6b79 
gg7.bin  16384  e525207d  gng    1947f159189b3a53f1251d8653b6e7c65c91fc3c 
gg6.bin  16384  2d77e9b2  gng    944da1ce29a18bf0fc8deff78bceacba0bf23a07 
gng13.n4  16384  4613afdc  makaimuc    13e5a38a134bd7cfa16c63a18fa332c6d66b9345 
gg16.bin  16384  06d7e5ca  gng    9e06012bcd82f98fad43de666ef9a75979d940ab 
gg15.bin  16384  bc1fe02d  gng    e3a1421d465b87148ffa94f5673b2307f0246afe 
gng16.l4  16384  608d68d5  makaimuc    af207f9ee2f93a0cf9cf25cfe72b0fdfe55481b8 
gg13.bin  16384  e80c3fca  gng    cb641c25bb04b970b2cbeca41adb792bbe142fb5 
gg12.bin  16384  7780a925  gng    3f129ca6d695548b659955fe538584bd9ac2ff17 
tbp24s10.14k  256  0eaf5158  gng    bafd4108708f66cd7b280e47152b108f3e254fc9 
63s141.2e  256  4a1285a4  gng    5018c3950b675af58db499e2883ecbc55419b491 
cabinet art
cabinet gng.png
marquee gng.png
control panel gng.png
flyer makaimuc.png
additional information
info 0.22 [Mirko Buffoni, Roberto Ventura, Nicola Salmoria]

NOTE:
  • To continue a game, insert a coin and keep fire pressed while pressing 1 or 2.
  • This one happens only in mame (see screenshot). A part of ghouls097u4yel, Kold666 It happens on both the PCB and mame: you jump at the top of the ladder and move up while landing on the same place. MKL
  • I don't think that this pic is OK. The monster on the upper right is not on the right place. RockyMM. (see sreenshot). This happen on real pcb too. Roberto Fresca
WIP:
  • 0.124u4: Corrado Tomaselli added clone Ghosts'n Goblins (Italian bootleg, harder).
  • 0.124a: Added clone Ghosts'n Goblins (bootleg with Cross). David Haywood reverted graphics ROMs in clone (World? set 2) back to its previous state.
  • 0.124: Cesare Falco fixed graphics ROMs in clone (World? set 2).
  • 0.112u1: Vas Crabb added save state support to Ghosts'n Goblins.
  • 0.106u12: MASH added pld ($0 - gg-pal10l8.bin) to Ghosts'n Goblins.
  • 0.99u3: Pierpaolo Prazzoli increased REGION_GFX3 to address 0x400 sprites, to avoid Ghosts'n Goblins from drawing a bad sprite.
  • 0.37b7: Changed palettesize from 192 to 256 colors.
  • 28th August 2000: Zsolt Vasvari added cocktail mode and fixed sprite lag in Legendary Wings / Trojan and Ghosts'n Goblins.
  • 0.37b6: Added proms ($0, 100 - video timing and priority).
  • 6th August 2000: Nicola Salmoria implemented correct tile/sprite priority system in Bionic Commando, Exed Exes, Ghosts 'n Goblins and Last Duel.
  • 0.35RC2: Yasuhiro Ogawa added clones Makai-Mura (Revision C) and Makai-Mura (Revision G). Renamed (gngcross) to (gnga) and (gngjap) to (makaimur).
  • 20th June 1999: Yasuhiro Ogawa added some new romsets for Ghosts'n'Goblins.
  • 0.35b5: The TileMap code is now mature enough to be used in new drivers. For examples, look into gng, gaiden and travrusa [Phil Stroffolino].
  • 5th March 1999: Phil Stroffolino has continued his work on tilemaps, added support for Ghosts'n'Goblins cocktail mode and Gaiden video driver has some fixes.
  • 0.35b3: Phil Stroffolino added a new experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins. This makes the driver code cleaner and gives a major performance boost in the video rendering.
  • 0.34b8: Zsolt Vasvari replaced Ghosts'n Goblins (Cross) with a new set. Changed description of Makai-mura (Japan) to Makai-Mura.
  • 0.34b4: Nicola Salmoria added clone Ghosts'n Goblins (US).
  • 0.33b7: Changed description of Ghosts'n Goblins (Japan) to Makai-mura (Japan).
  • 0.31: mbeighau@iies.es added Invulnerability dipswitch to Japan Ghosts'n Goblins.
  • 0.30: Nicola Salmoria added clone Ghosts'n Goblins (Japanese) / Makai-mura.
  • 0.29: Aaron Giles did some optimizations to the 6809, and modified it to always fetch opcodes directly from RAM (much faster). The Ghosts 'n Goblins, Star Wars and Williams drivers needed reworking to support that.
  • 0.28: John Butler added optimizations to GnG.
  • 0.27: Added clone Ghosts'n Goblins (Cross). Alternate version with different graphics (the last weapon is a cross instead of a shield).
  • 0.26a: Fixed a bug in Ghosts 'n Goblins hiscore saving. Now GnG does the self test too.
  • 0.26: Morten Eriksen added hiscore save in Ghosts 'n Goblins.
  • 0.23: Gabrio Secco provided the complete colors LOG file for Ghosts 'n Goblins (100% correct). Ghosts 'n Goblins doesn't have a color PROM, it uses a RAM to generate colors and change them during the game. "And there was MUSIC!". Thanks to Ishmair's YM-2203 FM engine, music is supported in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible to get the music. However Mirko Buffoni heavily dislike this approach and he is looking for documentation on FM generation.
  • 0.22: Mirko Buffoni added Ghosts'n Goblins (Capcom 1985), thanks to Roberto Ventura's superdetailed documentation. Mirko lost one week because of a bug in the new 6809 emulator, so he switch back to the previous one. Big thanks to Nicola that fixed some stupid bugs in color palette generation. Issues: To continue a game, insert a coin and keep CTRL pressed while pressing 1 (or 2). Music is missing. Maybe the original arcade uses YM2203 sound chips. Original machine has 4096 colors. We now simulate them with a palette of 256. We need a skilled player, with a powerful machine (Pentium 133 or better, so he doesn't have to skip frames), that can finish the game with the -log option and send us the log file so we can implement 100% correct colors.
LEVELS: 6

Recommended Games (Knights):

Warlords

Demons and Dragons

Cavelon

Dragon's Lair

Hunchback

Knightmare

Dragon Buster

Ghosts'n Goblins

Ghouls'n Ghosts

Ghouls'n Ghosts (Mega-Tech)

Vs. Castlevania

Castlevania (PlayChoice-10)

Cadash

Dragon Unit

Dark Seal

Crossed Swords (NeoGeo)

The King of Dragons

Knights of the Round

Exvania

Wizard Fire

Dungeon Magic

Dungeons & Dragons: Tower of Doom

Dungeons & Dragons: Shadow over Mystara

Action Hollywood (Excaliwood)

Sol Divide

Knights of Valour

Knights of Valour 2

The Crystal of Kings

Romset: 321 kb / 20 files / 151.8 zip
history Makaimura (c) 1985 Capcom.


The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King.


Arthur must run and jump through 6 horizontal and 8-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face.


Each of the 6 end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess.


- TECHNICAL -


Main CPU : M6809 (@ 1.5 Mhz)

Sound CPU : Z80 (@ 3 Mhz)

Sound Chips : (2x) YM2203 (@ 1.5 Mhz)


Screen orientation : Horizontal

Video resolution : 256 x 224 pixels

Screen refresh : 60.00 Hz

Palette colors : 256


Players : 2

Control : 8-way joystick

Buttons : 2

=> [A] FIRE, [B] JUMP


- TRIVIA -


Released in September 1985.


The title of this game translates from Japanese as 'Demon World Village'.


This game is known outside Japan as "Ghosts'n Goblins".


The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement).


The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".


The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on the Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos".


Default highscore table (BEST RANKING) :

TOP Yuk 1000 PTS

2ND Fum 1000 PTS

3RD Mik 1000 PTS

4TH Tom 1000 PTS

5TH Tan 1000 PTS

6TH Kei 1000 PTS

7TH Rum 1000 PTS

8TH May 1000 PTS

9TH Oot 1000 PTS

10TH Hor 1000 PTS


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.

Suleputer released a limited-edition soundtrack album for this game (Makaimura Music Collection - CPCA-10128~34) on 28/12/2005 containing music from the original arcade and Sega Mega Drive/Genesis series.


Bandai released a boardgame based on this video game (in Japan only) in 1989 : You play a knight trying to defeat the demon Loki. Roll the dice to move along the board, battle monsters as you proceed, and fulfill requirements to go from one section to the next.


- UPDATES -


This version, unlike all other versions, uses a cross instead of a shield.


- TIPS AND TRICKS -


* Turn Into A frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.


* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :)


* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.


* Boss Tricks :

1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key.

2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.


* Other Tricks :

1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).

2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.

3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.

4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise!

5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.


* Armor :

1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.

2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).


- SERIES -
  1. Makaimura (1985)
  2. Daimakaimura (1988)
  3. Cho Makaimura (1991, Nintendo Super Famicom)
  4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, Sony PlayStation)
  5. Maximo (2001, Sony Playstation 2)
  6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, Sony PlayStation 2)
  7. Goku Makaimura (2006, Sony PSP)
  8. - STAFF -
    • Designed by : Tokuro Fujiwara
    • Lead Programming : Toshio Arima
    • Music & Sound Effects : Ayako Mori
    • - PORTS -
    • * Consoles :
    • Nintendo Famicom (jun.1986) [JP]
    • Nintendo NES (nov.1986) [USA]
    • Nintendo NES (feb.1989) [EUR]
    • Sony PlayStation (1998, "Capcom Generation 2")
    • Sega Saturn (1998, "Capcom Generation 2")
    • Bandai WonderSwan (1999)
    • Nintendo Game Boy Advance (2004,"Famicom Mini - Makai-Mura")
    • Sony PlayStation 2 (2005, "Capcom Classics Collection")
    • Microsoft XBOX (2005, "Capcom Classics Collection")
    • - SOURCES -
    • Game's rom.
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=makaimura&page=detail&id=1550&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 arcade-history.com
view in MamEnd
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in VGMuseum Gamepics
cheats
cheats
code comments
00000000:00AA:00000002:FFFFFFFF  Infinite Time
00010000:00AB:00000058:FFFFFFFF  Infinite Time (2/2)
00000000:0060:00000008:FFFFFFFF  Infinite Lives
00000000:00AD:0000007F:FFFFFFFF  Invincibility (Water Still Kills!)
20100000:93C4:00000440:FFFFFFFF  Always have Normal Jump
20100000:93C4:00000660:FFFFFFFF  Always have High Jump
20100000:93C4:00000880:FFFFFFFF  Always have Mega Jump:Use this sparingly, basically okish on the first level...the High Jump cheat is better
20800000:EF14:00000000:FFFFFFFF  Always kill Boss/Devil with 1 Shot
62000000:0000:00000000:00000000  Select Armour
00010000:00AC:00000000:FFFFFFFF  Armour
00010000:00AC:00000001:FFFFFFFF  No Armour
62000000:0000:00000000:00000000  Select Weapon
00010000:0073:00000000:FFFFFFFF  Torch
00010000:0073:00000001:FFFFFFFF  Lance
00010000:0073:00000002:FFFFFFFF  Axe
00010000:0073:00000003:FFFFFFFF  Shield
00010000:0073:00000004:FFFFFFFF  Sword
00000001:050A:000000FF:FFFFFFFF  Warp To Top Of Screen Now!
00000001:0503:00000004:FFFFFFFF  Turn into frog Now!
00000000:0528:00000001:FFFFFFFF  Never change into frog
00000301:0072:00000006:FFFFFFFF  Select current level
00000303:0072:00000006:FFFFFFFF  Select next level
20800000:E28A:00000001:FFFFFFFF  Always cast spell with 1 Shot
60000000:0000:00000000:00000000 
60000000:0000:00000000:00000000  These are actually the opposite of
60000000:0000:00000000:00000000  cheats they make the game harder!!
20800000:B5AB:00000006:FFFFFFFF  Devil always twice as hard:Needs 6 shots to kill it/them
20800000:CE4C:00000014:FFFFFFFF  Gargoyle always twice as hard:Needs 20 shots to kill it/them
20800000:DF50:00000008:FFFFFFFF  Stalagmite always twice as hard:Needs 8 shots to kill it/them
20800000:C3FD:00000014:FFFFFFFF  Boss Giant always twice as hard:Needs 20 shots to kill it/them
20800000:BDCB:00000014:FFFFFFFF  Boss Devil always twice as hard:Needs 20 shots to kill it/them
20800000:DA51:00000014:FFFFFFFF  Boss Satan always twice as hard:Needs 20 shots to kill it/them
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