Difference between revisions of "X-Men: Children of the Atom"
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− | '''''{{PAGENAME}}''''' (エックス・メン チルドレン オブ ジ アトム) is an arcade fighting game developed by [[Capcom]]. Originally released for the Capcom | + | '''''{{PAGENAME}}''''' (エックス・メン チルドレン オブ ジ アトム) also called as just '''''X-Men''''' (エックスメン), is an arcade fighting game developed by [[Capcom]]. Originally released for the Capcom CP System II arcade board in 1994, it was ported to the [[Sega Saturn]] in 1995. |
Based on the ''[[:Category:X-Men (franchise)|X-Men]]'' comic book, it is the first fighting game produced by Capcom using characters under license from [[Marvel Comics]]. It is unrelated to the later comic book series of the same name. The game was widely praised for its gameplay and colorful graphics and for the quality of the port. | Based on the ''[[:Category:X-Men (franchise)|X-Men]]'' comic book, it is the first fighting game produced by Capcom using characters under license from [[Marvel Comics]]. It is unrelated to the later comic book series of the same name. The game was widely praised for its gameplay and colorful graphics and for the quality of the port. | ||
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''Children of the Atom'' adds a combo system that features long combos that can even be performed in midair. Also featured in the game are various tactical maneuvers, including the ability for characters to roll. | ''Children of the Atom'' adds a combo system that features long combos that can even be performed in midair. Also featured in the game are various tactical maneuvers, including the ability for characters to roll. | ||
− | Characters move with {{left}} and {{right}} | + | After selecting a character, the player can choose between Manual or Automatic blocking. However, using automatic blocking limits directional special moves to only one direction and causes all attacks, even normal moves, to inflict a small amount of damage when blocked. |
+ | |||
+ | Characters can move with {{left}} and {{right}}; neutral jump with {{up}}, and jump behind and ahead with {{upleft}} and {{upright}}. They crouch with {{down}}. Punches are done with {{X}} (light), {{Y}} (medium), and {{Z}} (strong) and kicks are done with {{A}} (light), {{B}} (medium), and {{C}} (strong). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Guarding is done by holding the D-Pad away from the opponent. | ||
{{L}} and {{R}} are "Special Buttons", which can be configured to in the Options menu to perform Special Actions; by default these two buttons are set to "NONE". | {{L}} and {{R}} are "Special Buttons", which can be configured to in the Options menu to perform Special Actions; by default these two buttons are set to "NONE". | ||
− | + | ===Dash=== | |
+ | Quickly tapping {{right}}{{right}} or pressing all three {{punch}} buttons (or alternatively pressing any two {{punch}} buttons) makes the characters dash forwards. Forward dashing adds momentum, which can add extra stun power, change juggle arcs, and make forward jumps go farther. And by quickly tapping {{left}}{{left}} or {{left}} together with all three {{punch}} buttons (alternatively press {{left}} plus any two {{punch}} buttons) makes the characters dash backwards. Each character has their own particular type of forward dash and backward dash. | ||
− | + | ===Super Jump=== | |
+ | Super Jump is a special type of jump that can go many times higher than a normal jump. A Super jump is performed by pressing {{down}} then {{up}} in quick succession, or by pressing all three {{kick}} buttons together; characters can be steered during a Super Jump by pressing {{left}} or {{right}} on the D-Pad. | ||
− | + | ===Throws and Holds=== | |
+ | Throws and grabs are done by holding {{left}} or {{right}} when near the opponent and pressing a or kick button. Characters can perform a reversal when being thrown with the same command. When the X-Power gauge reaches at least level 2, characters can land safely with by holding {{down}} with all three punch buttons. Or characters can roll away or toward an opponent after being thrown by pressing {{left}} or {{right}} and then a punch button repeatedly. Breaking one's fall from a throw or performing a counter-throw consumes a portion of the X-Power gauge when performed. | ||
+ | |||
+ | ===X-Power Gauge=== | ||
+ | The player has an X-Power gauge (similar to the Super Combo gauge in ''Super Street Fighter II Turbo'' and the Special gauge in ''Darkstalkers'') that builds as the player hits the opponent with normal attacks or by performing special moves. X-Power gauge starts at level 1 (blue) and reaches level 2 (orange) when it becomes half-full; at this point, an aura effect begins to surround the player's character until the gauge becomes full and reaches "Level Max". When the X-Power gauge is blue, only normal and special moves are allowed. When the X-Power gauge is orange, characters can perform an X-Ability, a special ability that consumes a portion of the X-Power gauge. When the gauge is full and begins to flicker, characters can perform a Hyper-X ability, which inflicts a great deal of damage but consumes a large portion of the gauge. The X-Power gauge levels are retained between rounds but reset after battles. | ||
===Modes=== | ===Modes=== | ||
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{{MoveListTable | desc=Hyper-X | | {{MoveListTable | desc=Hyper-X | | ||
{{MoveListRow | Lightning Storm | {{QCF}} + two {{punch}} buttons simultaneously |Storm shoots bolts of lightning in all eight directions around her.}} | {{MoveListRow | Lightning Storm | {{QCF}} + two {{punch}} buttons simultaneously |Storm shoots bolts of lightning in all eight directions around her.}} | ||
− | {{MoveListRow|Hail Storm | {{QCF}} | + | {{MoveListRow|Hail Storm | {{QCF}} {{L}} | Storm flies to the corner of the screen and summons a hail storm to batter her opponent, which covers the whole screen.}} |
}} | }} | ||
}} | }} | ||
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| desc=Cyclops is the first member and leader of the X-Men. He can emit destructive beams of energy from his eyes, which he controls with a visor made of ruby quartz. | | desc=Cyclops is the first member and leader of the X-Men. He can emit destructive beams of energy from his eyes, which he controls with a visor made of ruby quartz. | ||
{{MoveListTable|desc=Character abilities| | {{MoveListTable|desc=Character abilities| | ||
− | {{MoveListRow|Double Jump| {{up}}, {{upleft}} or {{upright}} in midair | Cyclops jumps again in midair. It works after a jump and also when falling or | + | {{MoveListRow|Double Jump| {{up}}, {{upleft}} or {{upright}} in midair | Cyclops jumps again in midair. It works after a jump and also when falling or during bounce recovery.}} |
}} | }} | ||
{{MoveListTable|desc=Special moves| | {{MoveListTable|desc=Special moves| | ||
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{{MoveListRow|Rising Uppercut|{{DPF}} {{punch}}|Cyclops performs a rising uppercut, which ends with a upward optic bullet. Pressing {{repeat|{{punch}}}} does additional hits.}} | {{MoveListRow|Rising Uppercut|{{DPF}} {{punch}}|Cyclops performs a rising uppercut, which ends with a upward optic bullet. Pressing {{repeat|{{punch}}}} does additional hits.}} | ||
}} | }} | ||
− | {{MoveListTable|desc=Command normals | | + | {{MoveListTable|desc=Command normals| |
− | |||
{{MoveListRow|Spin Kick| {{HK}} {{HK}} | Cyclops kicks and follows up with a jumping spin kick.}} | {{MoveListRow|Spin Kick| {{HK}} {{HK}} | Cyclops kicks and follows up with a jumping spin kick.}} | ||
− | {{MoveListRow|Neck Breaker Drop| {{right}} {{right}}+{{HP}}+{{HK}} |Cyclops pauses for a few seconds, then charges at the opponent; if this move connects, Cyclops performs a running bulldog at the opponent.}} | + | {{MoveListRow|Rapid Punch|{{right}} {{right}}+{{LP}}+{{LK}} |Cyclops performs a running mini-combo, which by rapidly tapping any of the attack buttons, reaches up to 6 hits. The combo starts with 2 elbow strikes, then 2 knee strikes followed by crouching {{MP}} and standing {{HP}}.}} |
+ | {{MoveListRow|Neck Breaker Drop|{{right}} {{right}}+{{HP}}+{{HK}} |Cyclops pauses for a few seconds, then charges at the opponent; if this move connects, Cyclops performs a running bulldog at the opponent.}} | ||
{{MoveListRow|Leg Throw|{{downleft}} or {{downright}}+{{MK}} or {{HK}} (close to opponent)| Cyclops grabs his opponent with his legs and throws them to the respective direction pressed.}} | {{MoveListRow|Leg Throw|{{downleft}} or {{downright}}+{{MK}} or {{HK}} (close to opponent)| Cyclops grabs his opponent with his legs and throws them to the respective direction pressed.}} | ||
}} | }} | ||
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| desc=Wolverine is a mutant with animal-keen senses, enhanced physical capabilities, a regenerative ability known as a healing factor, and three retractable claws in each hand. | | desc=Wolverine is a mutant with animal-keen senses, enhanced physical capabilities, a regenerative ability known as a healing factor, and three retractable claws in each hand. | ||
{{MoveListTable|desc=Special moves| | {{MoveListTable|desc=Special moves| | ||
− | {{MoveListRow| Tornado Claw | {{DPF}} {{punch}} |Wolverine performs | + | {{MoveListRow| Tornado Claw | {{DPF}} {{punch}}|Wolverine performs an upward claw slash, then leaps forward, spinning his claws in a circular motion. {{repeat|{{punch}}}} does additional hits.}} |
{{MoveListRow|Drill Claw|Simultaneously press {{punch}} and {{kick}} of the same strength + any direction| Wolverine flies in any direction while spinning and holding a claw out. He can momentarily stick to the side of the screen if he drills into it, then perform another Drill Claw by holding a direction on the D-Pad and {{punch}} or {{kick}}. This move can be performed in midair.}} | {{MoveListRow|Drill Claw|Simultaneously press {{punch}} and {{kick}} of the same strength + any direction| Wolverine flies in any direction while spinning and holding a claw out. He can momentarily stick to the side of the screen if he drills into it, then perform another Drill Claw by holding a direction on the D-Pad and {{punch}} or {{kick}}. This move can be performed in midair.}} | ||
{{MoveListRow|Taunt (ニヤリ)|{{LP}} {{MK}} {{MK}} {{HP}} {{MP}}|Wolverine taunts his opponent, which increases the X-Power Gauge by a small amount.}} | {{MoveListRow|Taunt (ニヤリ)|{{LP}} {{MK}} {{MK}} {{HP}} {{MP}}|Wolverine taunts his opponent, which increases the X-Power Gauge by a small amount.}} | ||
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{{MoveListTable| desc=X-Power | | {{MoveListTable| desc=X-Power | | ||
{{MoveListRow| Berserker Charge | {{QCB}} + all three {{punch}} buttons simultaneously |Wolverine gains increased movement speed. His motions are followed by afterimages, which allow him to land more hits.}} | {{MoveListRow| Berserker Charge | {{QCB}} + all three {{punch}} buttons simultaneously |Wolverine gains increased movement speed. His motions are followed by afterimages, which allow him to land more hits.}} | ||
− | {{MoveListRow| Healing Factor | {{QCF}} + all three {{kick}} buttons simultaneously | Wolverine regenerates a portion of his vitality bar.}} | + | {{MoveListRow| Healing Factor | {{QCF}} + all three {{kick}} buttons simultaneously |Wolverine regenerates a portion of his vitality bar.}} |
}} | }} | ||
{{MoveListTable| desc=Hyper-X | | {{MoveListTable| desc=Hyper-X | | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow|Freeze Grab | {{right}}+{{MP}} (close) | Iceman freezes his opponent for a duration.}} | + | {{MoveListRow|Freeze Grab| {{right}}+{{MP}} (close) | Iceman freezes his opponent for a duration.}} |
{{MoveListRow|Ice Boulder | {{down}}+{{HP}} in midair | Iceman throws an ice boulder down.}} | {{MoveListRow|Ice Boulder | {{down}}+{{HP}} in midair | Iceman throws an ice boulder down.}} | ||
{{MoveListRow|Slash Kick | {{down}}+{{HK}} in midair | Iceman kicks with a long ice blade.}} | {{MoveListRow|Slash Kick | {{down}}+{{HK}} in midair | Iceman kicks with a long ice blade.}} | ||
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}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
− | {{MoveListRow |Pick Up| {{down}}+{{MP}} or {{HP}} on a downed opponent |Colossus picks up a downed opponent and holds it above his head. From this move, Colossus can move around and or perform other throws.}} | + | {{MoveListRow |Pick Up (つかみ上げ)| {{down}}+{{MP}} or {{HP}} on a downed opponent |Colossus picks up a downed opponent and holds it above his head. From this move, Colossus can move around and or perform other throws.}} |
{{MoveListRow |Colossus Punch|{{right}}+{{HP}}|Colossus does a swinging punch attack that can inflict a downed stun to the opponent on hit.}} | {{MoveListRow |Colossus Punch|{{right}}+{{HP}}|Colossus does a swinging punch attack that can inflict a downed stun to the opponent on hit.}} | ||
}} | }} | ||
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| desc=Psylocke is an agile assassin and a telepath who can focus her power into the form of a "psychic blade". | | desc=Psylocke is an agile assassin and a telepath who can focus her power into the form of a "psychic blade". | ||
{{MoveListTable|desc=Character abilities| | {{MoveListTable|desc=Character abilities| | ||
− | {{MoveListRow|Double Jump|{{up}}, {{upleft}} or {{upright}} in midair|Psylocke jumps again in midair. It also works after a jump and also when falling.}} | + | {{MoveListRow|Double Jump|{{up}}, {{upleft}} or {{upright}} in midair|Psylocke jumps again in midair. It also works after a jump and also when falling, but not during bounce recovery.}} |
}} | }} | ||
{{MoveListTable|desc=Special moves| | {{MoveListTable|desc=Special moves| | ||
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{{InfoRow | {{InfoRow | ||
| title=Omega Red | | title=Omega Red | ||
− | | sprite={{sprite | X-Men Children of the Atom, Characters.png | crop_width=128 | crop_height=128 | crop_x=384 | crop_y=0}} | + | | sprite={{sprite | X-Men Children of the Atom, Characters.png |crop_width=128 |crop_height=128 | crop_x=384 | crop_y=0}} |
| desc=Omega Red is an experimental Soviet "Super Soldier" who can absorb the life force of his victims. He has tentacles that he uses like whips in combat. | | desc=Omega Red is an experimental Soviet "Super Soldier" who can absorb the life force of his victims. He has tentacles that he uses like whips in combat. | ||
{{MoveListTable|desc=Character abilities| | {{MoveListTable|desc=Character abilities| | ||
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}} | }} | ||
{{MoveListTable| desc=Special moves| | {{MoveListTable| desc=Special moves| | ||
− | {{MoveListRow| Carbonadium Coil | {{QCF}} {{punch}} | Omega Red | + | {{MoveListRow| Carbonadium Coil | {{QCF}} {{punch}} | Omega Red throws his metal whip towards the opponent, which can ensnare them on hit. When used with {{LP}}, Omega Red throws the whip directly in front of him; when used with {{MP}}, Omega Red throws the whip at a 45° angle upward; and when used with {{HP}}, Omega Red throws the whip directly above him. Holding a direction while pressing {{punch}} throws the opponent. This move can also be performed in midair.}} |
− | {{MoveListRow | Downward Carbonadium Coil | {{QCF}} {{kick}} in midair | Omega Red | + | {{MoveListRow | Downward Carbonadium Coil | {{QCF}} {{kick}} in midair |Omega Red throws his metal whip at three downward angles towards the opponent while in midair, which can ensnare them on hit. When used with {{LK}}, Omega Red throws the whip directly in front of him; when used with {{MK}}, Omega Red throws the whip at a 45° downward angle; and when used with {{HK}}, Omega Red throws the whip directly below him. Holding a direction while pressing {{punch}} throws the opponent.}} |
{{MoveListRow| Omega Strike | {{QCF}} {{kick}} | Omega Strike uses his metal cables to vault himself into the air. When used with {{LK}}, he vaults himself forwards. When used with {{LK}}, he vaults himself at a 45° angle. When used with {{HK}}, he vaults himself upwards. He vaults farther if the button is held for longer.}} | {{MoveListRow| Omega Strike | {{QCF}} {{kick}} | Omega Strike uses his metal cables to vault himself into the air. When used with {{LK}}, he vaults himself forwards. When used with {{LK}}, he vaults himself at a 45° angle. When used with {{HK}}, he vaults himself upwards. He vaults farther if the button is held for longer.}} | ||
{{MoveListRow| Taunt | {{MK}} {{LP}} {{down}} {{LK}} {{MP}} |Omega Red taunts his opponent, which increases the X-Power Gauge by a small amount.}} | {{MoveListRow| Taunt | {{MK}} {{LP}} {{down}} {{LK}} {{MP}} |Omega Red taunts his opponent, which increases the X-Power Gauge by a small amount.}} | ||
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{{MoveListTable| desc=Command normals| | {{MoveListTable| desc=Command normals| | ||
{{MoveListRow | Coil Reveal Strike | {{downleft}}, {{down}}, or {{downright}}+{{HK}} | Omega Red stabs his coils into the ground, and they shoot out elsewhere: near with {{downleft}}, halfway across the screen with {{down}}, and far with {{downright}}.}} | {{MoveListRow | Coil Reveal Strike | {{downleft}}, {{down}}, or {{downright}}+{{HK}} | Omega Red stabs his coils into the ground, and they shoot out elsewhere: near with {{downleft}}, halfway across the screen with {{down}}, and far with {{downright}}.}} | ||
+ | }} | ||
+ | {{MoveListTable|desc=X-Power| | ||
+ | {{MoveListRow|Death Factor|{{repeat|{{punch}}}} while the opponent is ensnared by Carbonadium Coil (both versions)|Omega Red drains the opponent's vitality.}} | ||
+ | {{MoveListRow|Energy Drain|{{repeat|{{kick}}}} while the opponent is ensnared by Carbonadium Coil (both versions)|Omega Red drains the opponent's X-Power Gauge.}} | ||
}} | }} | ||
{{MoveListTable | desc=Hyper-X | | {{MoveListTable | desc=Hyper-X | | ||
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{{MoveListRow| Sentinel Force | {{QCF}} {{kick}} |The Sentinel calls forth mini-Sentinels. When used with {{LK}}, the mini-Sentinels attack at a downward angle and can be directed with {{up}} or {{down}}. When used with {{MK}}, the mini-Sentinels fly across the screen stacked on top of each other. When used with {{HK}}, the mini-Sentinels fly overhead and drop bombs when {{HK}} is released.}} | {{MoveListRow| Sentinel Force | {{QCF}} {{kick}} |The Sentinel calls forth mini-Sentinels. When used with {{LK}}, the mini-Sentinels attack at a downward angle and can be directed with {{up}} or {{down}}. When used with {{MK}}, the mini-Sentinels fly across the screen stacked on top of each other. When used with {{HK}}, the mini-Sentinels fly overhead and drop bombs when {{HK}} is released.}} | ||
}} | }} | ||
− | {{MoveListTable | desc=Command normals | | + | {{MoveListTable |desc=Command normals | |
− | {{MoveListRow|Pick Up|{{down}}+{{MP}} or {{HP}} on a downed opponent |The Sentinel picks up the downed opponent and holds him above its head, being also able to move around while holding the opponent. Pressing {{punch}} throws the opponent; in order to perform this move a Level 2 X-Power Gauge is required.}} | + | {{MoveListRow|Pick Up (つかみ上げ)|{{down}}+{{MP}} or {{HP}} on a downed opponent |The Sentinel picks up the downed opponent and holds him above its head, being also able to move around while holding the opponent. Pressing {{punch}} throws the opponent; in order to perform this move a Level 2 X-Power Gauge is required.}} |
{{MoveListRow|High Kick|{{up}}+{{MK}} in midair|The Sentinel does a up-forward kick version of his jumping {{MK}}.}} | {{MoveListRow|High Kick|{{up}}+{{MK}} in midair|The Sentinel does a up-forward kick version of his jumping {{MK}}.}} | ||
{{MoveListRow|Forward Kick|{{right}}+{{MK}} in midair|The Sentinel does a forward kick version of his jumping {{MK}}.}} | {{MoveListRow|Forward Kick|{{right}}+{{MK}} in midair|The Sentinel does a forward kick version of his jumping {{MK}}.}} | ||
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}} | }} | ||
{{MoveListTable|desc=X-Power | | {{MoveListTable|desc=X-Power | | ||
− | {{MoveListRow|Flying|{{QCB}} + all three {{punch}} buttons simultaneously|The Sentinel enters into flight mode, being able move around in all directions while flying. Sentinel can also enter flight mode while | + | {{MoveListRow|Flying|{{QCB}} + all three {{punch}} buttons simultaneously|The Sentinel enters into flight mode, being able move around in all directions while flying. Sentinel can also enter flight mode while in midair.}} |
}} | }} | ||
{{MoveListTable | desc=Hyper-X | | {{MoveListTable | desc=Hyper-X | | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow |Shuriken (手裏剣)| {{QCF}} {{punch}} |Silver Samurai throws a giant shuriken across the screen that can hit multiple times. The shuriken can be directed with {{up}} or {{down}} after it is thrown, although this move can be hit out of the air by the opponent's normal attacks. This move also can be performed in midair.}} | {{MoveListRow |Shuriken (手裏剣)| {{QCF}} {{punch}} |Silver Samurai throws a giant shuriken across the screen that can hit multiple times. The shuriken can be directed with {{up}} or {{down}} after it is thrown, although this move can be hit out of the air by the opponent's normal attacks. This move also can be performed in midair.}} | ||
− | {{MoveListRow|Hyakuretsutoh (百裂刀)| {{repeat|{{punch}}}} or {{DPF}} {{punch}} | Silver Samurai furiously slashes his sword in front of him. {{repeat|{{punch}}}} to continue performing the move and for additional hits. He can run forward while performing this move with {{right}} {{right}}.}} | + | {{MoveListRow|Hyakuretsutoh (百裂刀)|{{repeat|{{punch}}}} or {{DPF}} {{punch}} | Silver Samurai furiously slashes his sword in front of him. {{repeat|{{punch}}}} to continue performing the move and for additional hits. He can run forward while performing this move with {{right}} {{right}}.}} |
}} | }} | ||
{{MoveListTable | desc=X-Power | | {{MoveListTable | desc=X-Power | | ||
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{{MoveListRow |Reversal Dance | {{QCB}} {{LP}} | Spiral switches positions with her opponent.}} | {{MoveListRow |Reversal Dance | {{QCB}} {{LP}} | Spiral switches positions with her opponent.}} | ||
{{MoveListRow |Teleport Dance | {{QCB}} {{MP}} then {{punch}} or {{kick}}|Spiral teleports around. The strength of the {{punch}} or {{kick}} buttons determines where she will appear; if no button is pressed, Spiral appears above her opponent's head by default.}} | {{MoveListRow |Teleport Dance | {{QCB}} {{MP}} then {{punch}} or {{kick}}|Spiral teleports around. The strength of the {{punch}} or {{kick}} buttons determines where she will appear; if no button is pressed, Spiral appears above her opponent's head by default.}} | ||
− | {{MoveListRow |Quick Fall| {{QCB}} {{HP}} in midair | Spiral quickly drops down to the ground. This move does not use any X-Power Gauge.}} | + | {{MoveListRow |Quick Fall| {{QCB}} {{HP}} in midair | Spiral quickly drops down to the ground. This move does not use up any X-Power Gauge.}} |
{{MoveListRow |Power Dance| {{QCB}} {{LK}} |Spiral does a short dance that temporarily makes her attacks more powerful, but she takes double damage from the opponent's attacks. Spiral glows red during this X-Power.}} | {{MoveListRow |Power Dance| {{QCB}} {{LK}} |Spiral does a short dance that temporarily makes her attacks more powerful, but she takes double damage from the opponent's attacks. Spiral glows red during this X-Power.}} | ||
− | {{MoveListRow |Speed Dance| {{QCB}} {{MK}} |Spiral does a short dance that temporarily makes her movement and attacks faster | + | {{MoveListRow |Speed Dance| {{QCB}} {{MK}} |Spiral does a short dance that temporarily makes her movement and normal attacks faster, and also lowers her jump height and makes it slower. Spiral glows white during this X-Power.}} |
− | {{MoveListRow |Dimensional Dance| {{QCB}} {{HK}} | Spiral makes herself invisible | + | {{MoveListRow |Dimensional Dance| {{QCB}} {{HK}} |Spiral does a short dance that makes herself temporarily invisible.}} |
}} | }} | ||
{{MoveListTable | desc=Hyper-X | | {{MoveListTable | desc=Hyper-X | | ||
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{{MoveListTable|desc=Character abilities| | {{MoveListTable|desc=Character abilities| | ||
{{MoveListRow|Super Armor|Automatically activates when hit while idle, moving or attacking|Juggernaut can "absorb" the opponent's hits, not entering into hitstun.}} | {{MoveListRow|Super Armor|Automatically activates when hit while idle, moving or attacking|Juggernaut can "absorb" the opponent's hits, not entering into hitstun.}} | ||
− | {{MoveListRow |Pick Up| {{down}}+{{MP}} or {{HP}} on a downed opponent | Juggernaut picks up the downed opponent and holds him above his head with one hand, being able to move around while carrying the opponent. Pressing {{punch}} throws the opponent.}} | + | {{MoveListRow |Pick Up (つかみ上げ)| {{down}}+{{MP}} or {{HP}} on a downed opponent | Juggernaut picks up the downed opponent and holds him above his head with one hand, being able to move around while carrying the opponent. Pressing {{punch}} throws the opponent.}} |
− | {{MoveListRow| | + | {{MoveListRow|Super Lift | {{down}} {{down}} {{punch}} |Juggernaut can rip out a girder from some stages and use it as a weapon (though he cannot use any other special moves while holding the girder). He loses the girder if he is hit enough times or thrown.}} |
}} | }} | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow |Juggernaut Punch| {{QCF}} {{punch}} | Juggernaut punches in front of him with both fists.}} | + | {{MoveListRow |Juggernaut Punch| {{QCF}} {{punch}} |Juggernaut punches in front of him with both fists.}} |
{{MoveListRow |Earthquake Punch|{{right}} {{downright}} {{down}} {{punch}}|Juggernaut hits the ground, which sends a shockwave towards the opponent.}} | {{MoveListRow |Earthquake Punch|{{right}} {{downright}} {{down}} {{punch}}|Juggernaut hits the ground, which sends a shockwave towards the opponent.}} | ||
{{MoveListRow |Taunt | {{RDP}} {{punch}} | Juggernaut taunts his opponent, generating some X-Power.}} | {{MoveListRow |Taunt | {{RDP}} {{punch}} | Juggernaut taunts his opponent, generating some X-Power.}} | ||
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{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots two single-handed Hadoukens at a diagonal angle downward in midair.}} | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Akuma shoots two single-handed Hadoukens at a diagonal angle downward in midair.}} | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a more powerful variant of the Hadouken that can hit the opponent multiple times and engulf them on flames.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Akuma shoots a more powerful variant of the Hadouken that can hit the opponent multiple times and engulf them on flames.}} | ||
− | {{MoveListRow | Gou | + | {{MoveListRow | Gou Shoryuken | {{DPF}} {{punch}} | Akuma rises off the ground while punching upwards. Hits up to two times with a medium punch or three times with a fierce punch.}} |
− | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} | + | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} |Akuma jumps into the air and spins around an axis with his leg extended, knocking down his opponent on impact. This move can be performed in midair.}} |
− | {{MoveListRow | Tenma Kuujin Kyaku | {{QCF}} {{kick}} in midair | Akuma dive kicks diagonally downward.}} | + | {{MoveListRow | Tenma Kuujin Kyaku | {{QCF}} {{kick}} in midair |Akuma dive kicks diagonally downward.}} |
}} | }} | ||
{{MoveListTable | desc=X-Power | | {{MoveListTable | desc=X-Power | | ||
− | {{MoveListRow | Ashura Senkuu (Forward) | {{DPF}} + all three {{punch}} or {{kick}} buttons simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | + | {{MoveListRow | Ashura Senkuu (Forward) | {{DPF}} + all three {{punch}} or all three {{kick}} buttons simultaneously | Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} |
− | {{MoveListRow | Ashura Senkuu (Backward) | {{RDP}} + all three {{punch}} or {{kick}} buttons simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} | + | {{MoveListRow | Ashura Senkuu (Backward) | {{RDP}} + all three {{punch}} or all three {{kick}} buttons simultaneously | Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with {{punch}} or half the screen with {{kick}}.}} |
− | {{MoveListRow| | + | {{MoveListRow|Shoryuu Rengoku (昇龍煉獄)|{{QCB}} {{punch}}|Counterhit technique. Akuma extends his arm up and if the opponent hits it, he will parry the hit and counter with a Shouryuuken.}} |
}} | }} | ||
{{MoveListTable| desc=Hyper-X | | {{MoveListTable| desc=Hyper-X | | ||
{{MoveListRow| Messatsu Gou Hadou |{{QCF}} {{QCF}} {{punch}}|Akuma fires a version of the Gou Hadouken fireball that can hit his opponent multiple times.}} | {{MoveListRow| Messatsu Gou Hadou |{{QCF}} {{QCF}} {{punch}}|Akuma fires a version of the Gou Hadouken fireball that can hit his opponent multiple times.}} | ||
− | {{MoveListRow| Messatsu Gou | + | {{MoveListRow| Messatsu Gou Shoryuu |{{QCF}} {{down}} {{downright}} {{punch}}|Akuma performs a low Shouryuuken while moving across the screen, culminating in a high Shouryuuken.}} |
}} | }} | ||
}} | }} |
Revision as of 22:32, 14 December 2023
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X-Men: Children of the Atom | |||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Saturn | |||||||||||||||||||||||||||||||||||||||||||||
Publisher: Capcom (Japan), Acclaim Entertainment (US, Europe) | |||||||||||||||||||||||||||||||||||||||||||||
Developer: Rutubo Games | |||||||||||||||||||||||||||||||||||||||||||||
Distributor: Roadshow Interactive (AU) | |||||||||||||||||||||||||||||||||||||||||||||
Licensor: Marvel Characters | |||||||||||||||||||||||||||||||||||||||||||||
Original system(s): Capcom CP System II | |||||||||||||||||||||||||||||||||||||||||||||
Developer(s) of original games: Capcom | |||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (28 tracks) | |||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting, Action[1][2] | |||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||||||||||||||||||||||
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X-Men: Children of the Atom (エックス・メン チルドレン オブ ジ アトム) also called as just X-Men (エックスメン), is an arcade fighting game developed by Capcom. Originally released for the Capcom CP System II arcade board in 1994, it was ported to the Sega Saturn in 1995.
Based on the X-Men comic book, it is the first fighting game produced by Capcom using characters under license from Marvel Comics. It is unrelated to the later comic book series of the same name. The game was widely praised for its gameplay and colorful graphics and for the quality of the port.
The game introduced multi-tiered fighting environments in which when either characters fell into the ground multiple times, the ground would crumble and characters would fall into lower parts of the level. These concepts and the fast pace of the game would provide the basis for Capcom's Marvel vs. Capcom series, which started with the game's successor X-Men vs. Street Fighter.
Contents
Story
The game is loosely based on the "Fatal Attractions" storyline. Magneto plans to unleash an electromagnetic pulse on Earth that will disrupt the magnetic fields and create havoc on the world's electrical systems, ushering in a Dark Age for Earth's non-mutant population. With the promise of a mutant-run planet, the X-Men's most formidable foes join forces with Magneto.
Released around the time of the mid-1990s X-Men animated series, the game features voice actors from the series reprising their roles.
Gameplay
The game is a fighting game that follows the same fighting game controls and conventions Capcom previously established with the Street Fighter II games and the original Darkstalkers. Players control one of the X-Men or one of their enemies in a fight against the villain Magneto. Matches are played to the best of three rounds. If a battle goes more than three rounds without a victor (because of draws or double knock-outs), the next round is a "Sudden Death" round where characters are knocked out in a single hit. The game saves records such as high scores and wins/losses to the console's internal memory.
Children of the Atom adds a combo system that features long combos that can even be performed in midair. Also featured in the game are various tactical maneuvers, including the ability for characters to roll.
After selecting a character, the player can choose between Manual or Automatic blocking. However, using automatic blocking limits directional special moves to only one direction and causes all attacks, even normal moves, to inflict a small amount of damage when blocked.
Characters can move with and ; neutral jump with , and jump behind and ahead with and . They crouch with . Punches are done with (light), (medium), and (strong) and kicks are done with (light), (medium), and (strong). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Guarding is done by holding the D-Pad away from the opponent.
and are "Special Buttons", which can be configured to in the Options menu to perform Special Actions; by default these two buttons are set to "NONE".
Dash
Quickly tapping or pressing all three P buttons (or alternatively pressing any two P buttons) makes the characters dash forwards. Forward dashing adds momentum, which can add extra stun power, change juggle arcs, and make forward jumps go farther. And by quickly tapping or together with all three P buttons (alternatively press plus any two P buttons) makes the characters dash backwards. Each character has their own particular type of forward dash and backward dash.
Super Jump
Super Jump is a special type of jump that can go many times higher than a normal jump. A Super jump is performed by pressing then in quick succession, or by pressing all three K buttons together; characters can be steered during a Super Jump by pressing or on the D-Pad.
Throws and Holds
Throws and grabs are done by holding or when near the opponent and pressing a or kick button. Characters can perform a reversal when being thrown with the same command. When the X-Power gauge reaches at least level 2, characters can land safely with by holding with all three punch buttons. Or characters can roll away or toward an opponent after being thrown by pressing or and then a punch button repeatedly. Breaking one's fall from a throw or performing a counter-throw consumes a portion of the X-Power gauge when performed.
X-Power Gauge
The player has an X-Power gauge (similar to the Super Combo gauge in Super Street Fighter II Turbo and the Special gauge in Darkstalkers) that builds as the player hits the opponent with normal attacks or by performing special moves. X-Power gauge starts at level 1 (blue) and reaches level 2 (orange) when it becomes half-full; at this point, an aura effect begins to surround the player's character until the gauge becomes full and reaches "Level Max". When the X-Power gauge is blue, only normal and special moves are allowed. When the X-Power gauge is orange, characters can perform an X-Ability, a special ability that consumes a portion of the X-Power gauge. When the gauge is full and begins to flicker, characters can perform a Hyper-X ability, which inflicts a great deal of damage but consumes a large portion of the gauge. The X-Power gauge levels are retained between rounds but reset after battles.
Modes
The game has multiple modes:
- Arcade Mode: A single-player mode where the player faces six of the other characters in the game in best of three one-on-one matches before battling Juggernaut and Magneto. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
- Versus Mode: A two-player mode where players can choose their characters and battle each other in best of three one-on-one matches, with the ability to set a handicap for each player and choose any stage.
- Survival Mode: A single-player mode where the player fights as many opponents as possible on a single vitality bar. Some vitality is restored between battles.
- Group Battle Mode: A two-player mode where players choose one to five players each and compete in a set of one-round matches. Each player tries to eliminate all of their opponent's fighters. Characters do not recover vitality between battles.
Characters
- Note: Move lists assume the player is facing right. If facing left, and should be reversed. P refers to any of the punch buttons, while K refers to any of the kick buttons.
The X-Men
The Villains
Omega Red | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Omega Red is an experimental Soviet "Super Soldier" who can absorb the life force of his victims. He has tentacles that he uses like whips in combat.
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Sentinel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sentinels are giant robots that were programmed to hunt mutants. They attack with a variety of weapons.
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Silver Samurai | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Silver Samurai is a master swordsman who can channel mutant powers through his sword.
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Spiral | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Spiral is a six-armed warrior sorceress from Mojo World.
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Juggernaut | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Juggernaut is a human powered by a magic gem that gives him superhuman strength and durability. He is the penultimate boss of the game. He is not normally selectable, but he can be unlocked to play in the Versus Mode in the Japanese version of the game.
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Magneto | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Magneto is a mutant with the ability to generate and control magnetic fields. He is the final boss of the game. He is not playable in this version of the game. |
Hidden
- Main article: X-Men: Children of the Atom/Hidden content.
Akuma | ||||||||||||||||||||||||||||||||||||||||||
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Akuma is a secret character, appearing with sprites lifted from Super Street Fighter II Turbo. He can be fought in the single-player mode under a set of certain circumstances. He can also be played in the two-player mode by entering a cheat code.
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Stages
Each character has his or her own stage where matches are hosted. The stage can be manually chosen in the two-player modes.
History
Development
Capcom's contract with Marvel stipulated that Capcom include a character from the Street Fighter franchise in the game. As the development team wanted to focus on the X-Men proper, they included Akuma as a secret character rather than using Ryu or Ken.[9]
According to Tatsuya Minami, Capcom's senior manager of the Product Planning and Design Section, the biggest difficulty with converting the game to the Saturn was the memory restrictions. The Saturn (as well as the PlayStation) has only 2 megabytes of RAM, while the arcade version of X-Men: Children of the Atom used 32 megabytes for character data alone. Because of this, a third of the animation frames had to be cut for the Saturn version.[10]
The home version of the game was originally a Saturn exclusive. While the Saturn version was ported by Rutubo Games, the PlayStation and IBM PC versions were contracted out to Probe Entertainment.
Legacy
The game was the first in a series of fighting games by Capcom featuring characters from Marvel Comics. Characters from X-Men: Children of the Atom would reappear in several subsequent Capcom fighters, including Marvel Super Heroes, X-Men vs. Street Fighter, Marvel vs. Capcom: Clash of Super Heroes, and Marvel vs. Capcom 2: New Age of Heroes.
Versions
Following its 1994 arcade release, X-Men: Children of the Atom came to the Saturn and remained the only home version of the game for two years. While most of the game remains in-tact, the Saturn is forced to drop many frames of animation (something partially rectified in later games with the introduction of the Extended RAM Cartridge). Differing screen resolutions also mean the character portraits are placed below rather than beside the HUD in-game.
X-Men: Children of the Atom would come to the PlayStation in 1998 (after Marvel Super Heroes) and see more drastic cutbacks, swapping out its intro for a pre-rendered video and having both longer load times than the Saturn version and a lower average frame rate. It is also missing background animations present on the Saturn.
The Japanese release of the Saturn version allows players to play as the Juggernaut in the two-player Versus Mode via a cheat code. Capcom said that this was left in by mistake, hence why the ability to play as Juggernaut was not included in the North American or European releases or in the later PlayStation version. The PC version allows players to play as either the Juggernaut or Magneto.
Production credits
- Game Planners: Nin, Poo, Hiratou "X68K" K-Suke, Kiyo, Fuji, Otouto Tomita
- Programmers: Aoi-Tokimeki, Tarabar - Black, K.nishi-Man, Sailor-Ponkichi, O.G.T.-Iron Liver, Mo.Suzuki-Memorial, MiN-T3, Hard.Yas -466P+K-, Kaw.Hiroshima
- Object Designer: S.Yamashita, Ino, Kuriotoko, Yue, Minobe, M.Nakatani, Ari, Eripyon, Miwazo, M.Sato, Kamonohashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjirou, Sagat, Ta, Jun Matsumura 26, Nishio "VIP.T2", G.Kamina, Ushi, H.Yoshino, Eiji, N.Fukuda, H.S, Manish, Shinya Kitamura
- Scroll Designer: Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko.O, Hiroko.N, Iwai, Kisabon, RK
- Music Composers: Anachey "Takapon", Syun Nishigaki, Hideki OK, Isao "oyaji" Abe
- Sound Designers: Hiroaki "X68K" Kondo, Toshio Kajino
- Voice Actor: Mr. George Buza, Ms. Catherine Disher, Mr. Cathal Dodd, Mr. Dan Hennessey, Mr. Norman Spencer, Ike-Bomb
- Special Thanks:
- Capcom USA: Mr. Alex Jimenez, Mr. Eric Luther, Mr. Phillip Reed
- Marvel Entertainment: Mr. Mark Erickson, Mr. Dana Morshead, Mr. Mike Thomas, Mr. John Conroy
- Marvel Japan: Mr. Paul T. Takaki, Ms. Kumino Asakura
- Mr. Shiraiwa
- Special Thanks to Acclaim Black Team
- Travis Williams (PAX), Tyrone Miller, Douglas Yellin, Mike Archer, Michael Weiner, Carol Caracciolo, Harry Reimer, John F. Gonzales, Howard Perlman, Robert Coffey, Paui.S.Lindsay, Jim Dunn, John P. Cooper, Steven C. Mattocks, Peter Sanflippo
- And All Capcom Staff
- Presented by: Capcom
Magazine articles
- Main article: X-Men: Children of the Atom/Magazine articles.
Promotional material
also published in:
- Next Generation (US) #18: "June 1996" (1996-05-21)[12]
- GamePro (US) #93: "June 1996" (1996-xx-xx)[13]
Artwork
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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85 | |
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Based on 34 reviews |
Technical information
- Main article: X-Men: Children of the Atom/Technical information.
References
- ↑ File:XmenCotA Saturn JP Box Back.jpg
- ↑ 2.0 2.1 https://sega.jp/fb/segahard/ss/soft_licensee1.html (Wayback Machine: 2020-03-20 23:04)
- ↑ http://www.sega-saturn.com/saturn/other/april-n.htm (Wayback Machine: 1997-06-06 05:51)
- ↑ https://groups.google.com/g/rec.games.video.sega/c/uCMhsINntuE/m/6kWhYr6_ol0J
- ↑ 5.0 5.1 Game Players, "Vol. 9 No. 3 March 1996" (US; 1996-0x-xx), page 57
- ↑ Computer & Video Games, "May 1996" (UK; 1996-04-12), page 65
- ↑ 7.0 7.1 Computer & Video Games, "June 1996" (UK; 1996-05-09), page 88
- ↑ 8.0 8.1 Sega Saturn Magazine, "March 1996" (UK; 1996-02-24), page 70
- ↑ Maximum, "January 1996" (UK; 199x-xx-xx), page 71
- ↑ Mean Machines Sega, "February 1996" (UK; 1995-12-xx), page 19
- ↑ File:X-Men Children of the Atom Saturn credits.pdf
- ↑ Next Generation, "June 1996" (US; 1996-05-21), page 151
- ↑ GamePro, "June 1996" (US; 1996-xx-xx), page 7
- ↑ GamesMaster, "March 1996" (UK; 1996-02-15), page 40
- ↑ 576 KByte, "Május 1996" (HU; 1996-xx-xx), page 43
- ↑ Consoles +, "Janvier 1996" (FR; 199x-xx-xx), page 90
- ↑ Computer & Video Games, "February 1996" (UK; 1996-01-12), page 54
- ↑ Edge, "February 1996" (UK; 1996-01-12), page 84
- ↑ Famitsu, "1995-12-01" (JP; 1995-11-17), page 31
- ↑ Fun Generation, "01/96" (DE; 1995-12-20), page 65
- ↑ GameFan, "Volume 4, Issue 3: March 1996" (US; 1996-xx-xx), page 13
- ↑ GamePro, "March 1996" (US; 1996-xx-xx), page 56
- ↑ GamesMaster (UK) "Series 5, episode 18" (1996-01-18, 24:00) (+13:05)
- ↑ Game Informer, "May 1996" (US; 1996-0x-xx), page 48
- ↑ Hobby Consolas, "Febrero 1996" (ES; 1996-xx-xx), page 54
- ↑ Intelligent Gamer's Fusion, "Volume 2, Number 8: May 1996" (US; 1996-0x-xx), page 85
- ↑ MAN!AC, "02/96" (DE; 1996-01-10), page 37
- ↑ Maximum, "February 1996" (UK; 1996-xx-xx), page 138
- ↑ Mega Force, "Janvier 1996" (FR; 199x-xx-xx), page 92
- ↑ Mega Fun, "01/96" (DE; 1995-12-20), page 30
- ↑ Mean Machines Sega, "February 1996" (UK; 1995-12-xx), page 50
- ↑ Player One, "Février 1996" (FR; 1996-0x-xx), page 66
- ↑ Saturn Fan, "1996 No. 3" (JP; 1996-01-19), page 78
- ↑ Saturn+, "Easter/April 1996" (UK; 1996-03-07), page 46
- ↑ Sega Magazin, "Mai 1996" (DE; 1996-04-10), page 81
- ↑ Sega News, "Leden 1997" (CZ; 1997-xx-xx), page 14
- ↑ Sega Power, "March 1996" (UK; 1996-01-18), page 24
- ↑ Sega Pro, "February 1996" (UK; 1995-12-28), page 50
- ↑ Sega Saturn Magazine, "1995-13 (1995-12-08)" (JP; 1995-11-24), page 193
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 13
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 69
- ↑ Ultimate Future Games, "February 1996" (UK; 1996-01-03), page 72
- ↑ Última Generación, "Febrero 1996" (ES; 1996-0x-xx), page 94
- ↑ Video Games, "2/96" (DE; 1996-01-24), page 80
- ↑ VideoGames, "April 1996" (US; 1996-03-19), page 62
X-Men: Children of the Atom | |
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Main page | Comparisons | Hidden content | Magazine articles | Video coverage | Reception | Technical information
Demos: X-Men: Children of the Atom Hibaihin (?) |
X-Men games for Sega systems | |
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Spider-Man and the X-Men in Arcade's Revenge (1993) | X-Men (1993) | Wolverine: Adamantium Rage (1994) | X-Men 2: Clone Wars (1995) | X-Women: The Sinister Virus (unreleased) | |
Spider-Man and the X-Men in Arcade's Revenge (1994) | X-Men (1994) | X-Men: GamesMaster's Legacy (1994) | X-Men: Mojo World (1996) | |
X-Men: Children of the Atom (1995) | X-Men vs. Street Fighter (1997) | |
X-Men: Mojo World (1996) | |
X-Men: Mind Games (Unreleased) | |
X-Men related media | |
Sega Tunes: X-Men 2: Clone Wars (1996) | |
Unlicensed X-Men games for Sega systems | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
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