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Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Serie
  12. Categories
  13. MAMEinfo
  14. History
  15. High scores
Download ket.zip (40.13 MB)
Snapshot

Game infos

Description Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.)
Name ket
Manufacturer Cave (AMI license)
Year 2002
Runnable yes
System arcade /
Number of players 2P sim
Added to MAME .140u2
Romset size 40.13 MB
Romset file 8 files
Romset zip 18 B
Language English
Evaluation 90 to 100 (Best Games)
Genre Shooter

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 1

Driver infos

Driver status imperfect
Driver emulation good
Driver color good
Driver sound imperfect
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service no
Input tilt no
Input players 4
Input buttons
Input coins 4

Controls infos

type ways minimum maximum sensitivity keydelta reverse
joy 8 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 270 no 448 224 59.17

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade a04701w064.u7 8388608 5ef1b94b f10dfa46e0a4d297c3a856aea5b49d648f98935c sprcol 0 good no
arcade a04702w064.u8 8388608 26d6da7f f20e07a7994f41b5ed917f8b0119dc5542f3541c sprcol 800000 good no
arcade b04701w064.u1 8388608 1bec008d 07d117dc2eebb35727fb18a7c563acbaf25a8d36 sprmask 0 good no
arcade ket_defaults.nv 131072 3ca892d8 67430df5217e453ae8140c5653deeadfad8fa684 sram 0 good no
arcade ket_igs027a.bin 16384 prot 0 nodump no
arcade ketsui_v100.u38 2097152 dfe62f3b baa58d1ce47a707f84f65779ac0689894793e9d9 maincpu 0 good no
arcade m04701b032.u17 4194304 b46e22d1 670853dc485942fb96380568494bdf3235f446ee ics 400000 good no
arcade pgm_t01s.rom 2097152 1a7123a0 cc567f577bfbf45427b54d6695b11b74f2578af3 tiles 0 good no
arcade t04701w064.u19 8388608 2665b041 fb1107778b66f2af0de77ac82e1ee2902f53a959 tiles 180000 good no

Chips list

name tag type clock
ICS2115 ics audio
M68000 maincpu cpu 20000000
Speaker mono audio
Z80 soundcpu cpu 8467200

Serie

Serie : Ketsui: Kizuna Jigoku Tachi
  1. Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.) (2002)
  2. Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.) (alt rom fill) (2002)
  3. Ketsui: Kizuna Jigoku Tachi (2003/01/01 Master Ver.) (2002)
  4. Ketsui: Kizuna Jigoku Tachi (2003/01/01 Master Ver) (2002)
  5. Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver., bootleg cartridge conversion) (2002)
  6. Ketsui: Kizuna Jigoku Tachi (2012/04/17 ARRANGE VER) (hack) (2012)
  7. Ketsui: Kizuna Jigoku Tachi (2012/06/26 ARRANGE 1.5 VER) (hack) (2012)
  8. Ketsui: Kizuna Jigoku Tachi (2012/06/26 ARRANGE 1.51 VER) (hack) (2012)
  9. Ketsui: Kizuna Jigoku Tachi (2012/04/17 FAST. VER) (hack) (2012)
  10. Ketsui: Kizuna Jigoku Tachi (2012/06/27 MR.STOIC 1.5 VER) (hack) (2012)
  11. Ketsui: Kizuna Jigoku Tachi (2012/06/27 MR.STOIC 1.51 VER) (hack) (2012)
  12. Ketsui: Kizuna Jigoku Tachi (2014/07/16 ARRANGE 1.7 VER) (hack) (2014)

Categories

MAMEinfo

0.140u2 [Anonymous]


Artwork available


< Japan >


WIP:

- 0.173: David Haywood added clone Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver., bootleg cartridge conversion). Surprisingly this shows that the cartridge can map over the bios space.

- 0.167: David Haywood added clones Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.) (alt rom fill), (2012/04/17 ARRANGE VER) (hack), (2012/04/17 FAST. VER) (hack), (2012/06/26 ARRANGE 1.5 VER) (hack), (2012/06/26 ARRANGE 1.51 VER) (hack), (2012/06/27 MR.STOIC 1.5 VER) (hack), (2012/06/27 MR.STOIC 1.51 VER) (hack) and (2014/07/16 ARRANGE 1.7 VER) (hack). Note: The code came from HBMAME. This has now been verified on more than one PCB, as has the parent set, why there are 2 versions that differ only in how the unused area is filled I'm not sure, maybe to try and throw people decrypting it off? either way, both are legitimate sets. I've also added the various hacks because again people are putting them on PCBs, and there's even a bootleg PCB running one of them. Would be nice if we could get dumps of the bootleg cartridges too since the ROMs are likely different due to having to work with a standard bios and they need documenting.

- 0.153: Changed manufacturer to 'Cave (AMI license)' [hap].

- 0.152: Document that Ketsui roms exist with different fill in the unused areas. Didn't added it as a new set, at least not for now [Artemio Urbina].

- 21st November 2013: Smitdogg - Artemio Urbina dumped a version of Ketsui that boots with the rev 3 boot date / dots but is different.

- 0.143u7: Changed description to 'Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver.)' and clones (V100, second revision) to 'Ketsui: Kizuna Jigoku Tachi (2003/01/01 Master Ver.)' and (V100, first revision) to 'Ketsui: Kizuna Jigoku Tachi (2003/01/01 Master Ver)'.

- 29th December 2010: Mr. Do - Added/scanned instruction card for Ketsui provided by zlk, Fuchikoma-x and EightOne.

- 0.140u3: Added correct sprite masks rom and default NVRAM to Ketsui - Game now playable. Added ket_defaults.nv NVRAM. Changed VSync to 59.17 Hz. Changed description to 'Ketsui: Kizuna Jigoku Tachi (V100, third revision)' and clones (older) to 'Ketsui: Kizuna Jigoku Tachi (V100, second revision)' and (first revision) to 'Ketsui: Kizuna Jigoku Tachi (V100, first revision)'.

- 0.140u2: Anonymous and Guru added Ketsui (Cave 2002) and clones Ketsui (older) and Ketsui (first revision).

- 22nd October 2007: Guru - A couple of days ago I received a Ketsui PCB too. I think the sender wanted to remain anonymous, so I'll just says thanks to the people that collected the bucks to buy it. I'll take good care of it, I promise.


LEVELS: 6 (restarts once)


Other Emulators:

* FB Alpha


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Mr. Heli no Daibouken (Tourvision PCE bootleg)

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Twin Cobra II

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Silk Worm

Twin Eagle - Revenge Joe's Brother

Twin Eagle II - The Rescue Mission

Viper

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S.S. Mission

Desert War

Ketsui

History


IGS PGM cart. published 16 years ago:

Ketsui - Kizuna Jigoku-tachi (c) 2003 Cave.

The continuous industrialization that started in 1900, finally led to unavoidable consequences in the middle of the 21st century. The waterlevel rose worldwide and threatened many coastal countries. So the shorelines had to be modified In order to save the human civilization from drowning. It was a time of great confusion about the future, and nobody thought about war. Well, almost... There was one company called EVAC corporation, who made a great profit from underhand productions and exports of weapon systems. When the United Nations discovered their illegal trades, they pointed EVAC to the global ban of weapon imports and exports, and asked them to stop their productions and to destroy their weapon facilities immediately. EVAC rejected all accusations and refused to take any actions. So a preventive war was started by the United Nations to stop the EVAC corporation.

- TECHNICAL -

IGS PGM hardware

Main CPU : Motorola 68000 (@ 20 Mhz)
Sound CPU : Zilog Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)

Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Fire, [B] Bomb, [C] Autofire

- TRIVIA -

Ketsui was released in January 2003.

Developed/Produced by Cave and Sales by AMI (Amusement Marketing International).

Cave released a limited-edition soundtrack album for this game (Dodonpachi Dai-Ou-Jou / Ke-Tsu-I - Kizunajigokutachi - Original Sound Track - CVST-0000) on 06/06/2003.

- TIPS AND TRICKS -

* High Scoring : The key to high scoring is moving up close (VERY close) to your enemies and blasting them for point boxes labeled 1 through 5 (Five is worth the most, of course).

* Lock-Shot Properties: With Lock-Shot active your helicopter will move slower. You start with 2 pods, one on each side of the helicopter. each can lock onto a target. After powering up twice you will gain 2 more pods (total of 4) and have the ability to lock onto four separate targets. Usually you just have all pods lock onto one target for max damage. You do NOT do more damage closer to enemies. However, when closer, you lock on faster, and less enemies will be in the way of your pods and the target, so you will end up dealing more. Your Helicopter will shoot a beam out in front. It CANNOT reach full screen! You will see it end at about 3/4 from the bottom. The Beam DOES do damage, albeit very little, but it can add up. Lock-Shot will lock onto enemies quicker the closer you are. It will not let go until you release A or the target is destroyed. During Boss Battles, it is quicker to hold C, wait just until the Boss can be damaged, then hold down A. You have to be close for this. Enemies will drop more Chips when Lock-Shot mode is active. You must get in the habit of keeping Lock-Shot HELD DOWN even after an enemy is destroyed, because there are several that will continue to drop boxes even after death or explode multiple times.

* The Score Bar:
- 1st Row: Multiplier Overall Counter. Multiplier used in [after] the boss fight. It's the total sum of all chips gathered up until the boss fight. Unless you die, it will not deplete until the boss fight.
- 2nd Row: Multiplier Counter (1-999).
Multiplier used in stage. Grows as you gather Multiplier Chips, but depletes as you use your lock shot, and if you die.
- Multiplier Chip Rate: The type of chip you get when you kill enemies with the lock shot. When the Multiplier timer reaches 0, it'll be reset when you kill an enemy with your normal shot, and is valid until the timer reaches 0.
- 3rd Row: Current chip NUMBER (1-5). Measures the time the chip rate is valid. Will rise as you kill enemies with the shot or lock shot, but the chip rate will return to 1 when the timer hits zero. The multiplier is raised as you gather multiplier chips. Basically you need to remember that killing an enemy at close distance produces are larger chip. Conversely, what depletes the multiplier is destroying enemies with the lock shot. Depending on the type of enemy, they can take off up to 1/30 to 1/10 of the entire value (popcorn enemies deplete it by a small amount, whereas bosses deplete it by a large one). If you die, it will decrease by 1/4.
- Characteristics of the multiplier at the boss fight: Unlike points 1 and 2, during the boss fight, the value of the overall multiplier counter is applied straight up. However, there's few chances to raise it during the boss fight, and it will quickly deplete as time passes. Certain bosses are better to ignore their parts and just kill quickly.

* End of Level Bonus = TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)

* Boss form change timing: you want your bullets from Shot to destroy the boss, but be able to get into Lock-Shot mode. I get the bosses life bar just a bit before the form change. You must get the feel.
These are for 1P.
> 1st Boss: between N and S of INSERT COIN
> 2nd Boss: between S and E of INSERT COIN
> 3rd Boss : the 1P score in the middle of the 100s place
> 4th Boss: First Form: Between N and S of INSERT COIN. Second Form: The 1P score between 1000 and 100.
> 5th Boss: First Form: There is no marking to indicate, if you constantly damage him with Lock-Shot, it is when he returns to his first pattern. Second Form: The 1P score at about 10,000. I don't look at this, it is during the second time of his final attack.

* Loops requirements:
- NORMAL "TSUUJOU" LOOP - Total DEATHS + BOMBS => 6
> Instead of releasing chips, enemies release Suicide bullets.
> Suicide Bullets are PINK.
> Chip Number is ALWAYS 1.
> You can stop suicide bullets from being released (seal) by being within a certain radius of enemies.
> If suicide bullets are sealed, then no chips are gained.
> Difficulty is drastically increased.

- SPECIAL "URA" LOOP (AKA REVERSE LOOP/SIDE) - NO MISS/NO BOMBS, 120+ Million Score
> A text message is given "WELCOME TO THE SPECIAL ROUND" before starting.
> Suicide bullets are BLUE.
> There is a greater number of suicide bullets and they are quicker.
> The distance which you can seal suicide bullets is decreased.
> When suicide bullets are sealed, the number that was due to be discharged will be added to your multiplier (I will figure it out exactly as I get there)
> The rate of decrease when an enemy is destroyed with lock-shot is decreased.
> During Boss Battles, the reduction speed of the Total Multiplier Overall Counter is slowed.
> End of round bonus DOUBLES.
> During the 5th Boss, after the second form is destroyed, DOOM will appear.

- SERIES -

1. Ketsui - Kizuna Jigoku-tachi (2003)
2. Ketsui - Kizuna Jigoku-tachi [Death Label] [Model NTR-YKDJ-JPN] (2008)

- STAFF -

Producer: Kenichi Takano
Director: Tsuneki Ikeda
Programmer: Tsuneki Ikeda, Takashi Ichimura
Chief Designer: Akira Wakabayashi
Character Design: Tomoharu Saito
Mechanic Design: Akira Wakabayashi, Kengo Arai, Hiroyuki Tanaka,
Background Design: Hiroyuki Tanaka, Hideki Nomura
Music Producer: Manabu Namiki
Special Assist: Toshiaki Tomizawa, Yasushi Imai, Satoshi Kouyama

- PORTS -

* CONSOLES:
Microsoft XBOX 360 (Apr.22, 2010; "Ketsui - Kizuna Jigoku-tachi [Extra] [Model JES1-00042]")
Microsoft XBOX 360 (Apr.22, 2010; "Ketsui - Kizuna Jigoku-tachi [Extra] [Shokai Gentei Ban] [Model JES1-00043]")
Sony Playstation 3 (Jul 25, 2013; "Ketsui - Kizuna Jigoku-tachi [Extra] [Model BLJM-61060]")
Sony Playstation 3 (Jul 25, 2013; "Ketsui - Kizuna Jigoku-tachi [Extra] [Limited Edition] [Model FVGK-0087]")

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=3998&o=2

High scores

MAMESCORE records : 02/04/2017 13:01

bald_bull__________________40.001.687
sawys______________________24.601.810
fordie_____________________12.179.446
foxmulder___________________8.323.518
hulkiii_____________________2.367.484