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              grep rough audit - static analysis tool
                  v2.8 written by @Wireghoul
=================================[justanotherhacker.com]===
mame-extra-0.206/history.dat-90313-
mame-extra-0.206/history.dat:90314:ASM Intro 1 - Plasma (c) 2000 Flower Corp
mame-extra-0.206/history.dat-90315-
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mame-extra-0.206/history.dat-90327-
mame-extra-0.206/history.dat:90328:ASM Ver. 1 (c) 1984 System Soft.
mame-extra-0.206/history.dat-90329-
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mame-extra-0.206/history.dat-90341-
mame-extra-0.206/history.dat:90342:ASM Ver. 2 (c) 1984 System Soft.
mame-extra-0.206/history.dat-90343-
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mame-extra-0.206/history.dat-198348-There were other reasons attributed to the failure of the C64GS, the major ones being the following:
mame-extra-0.206/history.dat:198349:- Poor software support: Most existing software on cartridge did not function well with the C64GS, and enthusiasm from publishers was low. Ocean Software, Codemasters, System 3, Microprose and Domark developed titles for the system, but probably only because the games were compatible with the original C64, providing the titles with a commercial safety net in case the C64GS failed. And failure to reprogram the games for use with the cut-back system was another blame for the fault.
mame-extra-0.206/history.dat-198350-- The C64 computer: The C64GS was essentially a cut-back version of the original Commodore 64, and the games developed for it could also be run on the original computer. The C64 was already at an affordable price, and the C64GS was sold for the same. People preferred to keep with the original C64, particularly since the cassette versions of games could often be picked up for a fraction of the cost of the cartridge versions, and did not seem to mind the much longer loading times as much as Commodore had perhaps banked on.
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mame-extra-0.206/history.dat-207418-
mame-extra-0.206/history.dat:207419:Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff. 
mame-extra-0.206/history.dat-207420-
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mame-extra-0.206/history.dat-265697-Jumping into a mole hole : 1,000 points
mame-extra-0.206/history.dat:265698:Jumping across a chasm : 500 points
mame-extra-0.206/history.dat-265699-
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mame-extra-0.206/history.dat-273118-
mame-extra-0.206/history.dat:273119:Cosmic Chasm (c) 1983 Cinematronics.
mame-extra-0.206/history.dat-273120-
mame-extra-0.206/history.dat:273121:Strap on your vector spacesuit, and hop into your vector spaceship. It is a good old ship, and it has seen a lot of action. From navigating the asteroid belt and blasting aliens around the sun, to attacking evil space cannons, your little vector ship has done it all, and this time it has been upgraded with twin blasters. You see the ship in Cosmic Chasm seems to be the same spaceship that is in every vector game. You control it using rotation buttons and a thruster button, with a laser and a shield button thrown in for good measure, just like almost every other vector game around.
mame-extra-0.206/history.dat-273122-
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mame-extra-0.206/history.dat-273142-
mame-extra-0.206/history.dat:273143:People often mistake Cosmic Chasm machines for converted "Dragon's Lair" machines. That is because they shipped in almost the exact same cabinet. They both have the same side panels, overall design, and three-section marquee. But Cosmic Chasm differs in the angle of the control panel, and in the placement of the monitor. The artwork on this machine is mostly purple. The sideart is done with two large stickers, and it shows a huge logo, and a scene of some giant girders out in space.
mame-extra-0.206/history.dat-273144-
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mame-extra-0.206/history.dat-273162-
mame-extra-0.206/history.dat:273163:Cosmic Chasm (c) 1982 GCE [General Consumer Electric]
mame-extra-0.206/history.dat-273164-
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mame-extra-0.206/history.dat-312510-
mame-extra-0.206/history.dat:312511:DASM & RLCT (c) 198? Unknown
mame-extra-0.206/history.dat-312512-
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mame-extra-0.206/history.dat-334086-
mame-extra-0.206/history.dat:334087:DESASS-ASM (c) 1986 Shift Editions [Paris, France]
mame-extra-0.206/history.dat-334088-
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mame-extra-0.206/history.dat-344967-
mame-extra-0.206/history.dat:344968:Digital Orgasm (c) 1994 Symbiosis
mame-extra-0.206/history.dat-344969-
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mame-extra-0.206/history.dat-347266-
mame-extra-0.206/history.dat:347267:DIS-ASM (c) 1984 Watford Electronics
mame-extra-0.206/history.dat-347268-
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mame-extra-0.206/history.dat-450322-Document Layout: Marco Garcia
mame-extra-0.206/history.dat:450323:EASM Quality Assurance: Andrew Young
mame-extra-0.206/history.dat-450324-Special Thanks: Caroline Ancessi, Duncan Backus, Frank Barchard, Hans-Jörg Brand, Andrew Brownsword, Hong Chin, Min Choi, Florian Cinetivu, Bill Craft, Marina Crean, Michael de Plater, Taller de Sonido, Paulette Doudell, Rick Friesen, Ian Gilliland, Sean Halliday, Frank Henigman, Kiyomi Hisatsugu, Bettina Klos, Kelly Kooner, Tony Lam, Roy Lassiter, Mark Lawson, Renton Leversedge, Paul Lewis, La Marque Rose, Salvatore Melluso, David Mercier, Andreas Möller, Niclas Nordlander, Curtis Patzer, Wayne Paugh, SD Post, Patrick Ratto, Ian Roy, Bernhard Schmittenbecher, Gerry Shaw, Paula Singleton, Susan Su, Scott Swan, Sissel Tangen, Shawn Taras, Voss TV, Chung Tze Yang, Nancy Waisanen, Petrina Wallace, Brian Ward, Todd Wilson
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mame-extra-0.206/history.dat-450517-Documentation: James Lenoël
mame-extra-0.206/history.dat:450518:EASM Quality Assurance: Gabriel Gils Carbó, Benjamin Crick, Jamil Dawsari, Daniel Hiatt, Bobby Joe, Anatol Somerville
mame-extra-0.206/history.dat-450519-Special Thanks: Aquarium Studios, Wendy Auckel, Stephen G. Bene, Lesley Burke, Simon Davison, Sue Garfield, Dominique Goy, Siobhan Grady, Achim Haaz, Iain Hancock, Beverly Koeckeritz, Cle Kooiman, Janny Lee, Inger Marshall, Mike Mosher, Patrick J. O'Brien, Rene Parra, Mark Rizzardo, Sheri Sarkis, Brian Ward, Pamela Ansman-Wolfe, Diadora, Fujifilm, Hummel, JVC, Lotto, Mastercard, McDonald's Corporation, Puma, Umbro International
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mame-extra-0.206/history.dat-496332-
mame-extra-0.206/history.dat:496333:* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
mame-extra-0.206/history.dat-496334-Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
mame-extra-0.206/history.dat-496335-
mame-extra-0.206/history.dat:496336:* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
mame-extra-0.206/history.dat-496337-With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
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mame-extra-0.206/history.dat-657907-2) You will then be attacked by Knights and Large Flying Demons until you get to the platform areas. Then Bats will make a brief appearance.
mame-extra-0.206/history.dat:657908:3) When you get to the platforms, don't go up. Instead, jump the chasm to the right. You will be attacked by a Boss MERMAN. Although space is tight, you should take him out.
mame-extra-0.206/history.dat-657909-4) You will also notice that Small Earth Elementals are spilling over the ledges. This is the desired effect so you don't have to deal with them up top.
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mame-extra-0.206/history.dat-686855-
mame-extra-0.206/history.dat:686856:Kuroi Hitomi no noir - Cielgris Fantasm [Model SLPS-01450] (c) 1999 Gust.
mame-extra-0.206/history.dat-686857-
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mame-extra-0.206/history.dat-838260-
mame-extra-0.206/history.dat:838261:Mugen Senshi Valis - Legend of a Fantasm Soldier (c) 1992 Telenet.
mame-extra-0.206/history.dat-838262-
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mame-extra-0.206/history.dat-858070-
mame-extra-0.206/history.dat:858071:EASM
mame-extra-0.206/history.dat-858072-Project Manager: Glenn Chin
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mame-extra-0.206/history.dat-869118-Documentation Layout: Tom Peters
mame-extra-0.206/history.dat:869119:EASM QA: John Hanley (Big John Hanley)
mame-extra-0.206/history.dat-869120-Player Ratings: John Rosasco (of the New York Rangers)
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mame-extra-0.206/history.dat-934230-
mame-extra-0.206/history.dat:934231:Phantasm (c) 1988 Exocet
mame-extra-0.206/history.dat-934232-
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mame-extra-0.206/history.dat-934244-
mame-extra-0.206/history.dat:934245:Phantasm (c) 1991 Jaleco.
mame-extra-0.206/history.dat-934246-
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mame-extra-0.206/history.dat-934299-
mame-extra-0.206/history.dat:934300:Phantasm (c) 1997 Outrigger
mame-extra-0.206/history.dat-934301-
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mame-extra-0.206/history.dat-934313-
mame-extra-0.206/history.dat:934314:Phantasm [Budget] (c) 1988 Prism Leisure
mame-extra-0.206/history.dat-934315-
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mame-extra-0.206/history.dat-934327-
mame-extra-0.206/history.dat:934328:Phantasm [Model DMG-P8J] (c) 1992 Jaleco Company, Limited. [Japan Leisure].
mame-extra-0.206/history.dat-934329-
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mame-extra-0.206/history.dat-1040217-
mame-extra-0.206/history.dat:1040218:Some Road Runner units were produced (757 exactly) from the factory. Most arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price ($695) than a new system ($1895). An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day.
mame-extra-0.206/history.dat-1040219-
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mame-extra-0.206/history.dat-1045119-
mame-extra-0.206/history.dat:1045120:Roc'n Rope was only available in an upright configuration. This upright was in a wood-grained cabinet that was similar in construction to the "Frogger" cabinet. The sideart was a large sticker showing an adventurer posing with a harpoon gun and a bird. The marquee shows this same adventurer firing his harpoon gun across a chasm at an unsuspecting dinosaur, while a cartoon caveman looks on suspiciously. The monitor bezel was unadorned, although most machines had a little instruction card underneath the glass. The control panel was a solid green and featured a single joystick mounted centrally, with two buttons to either side, which allowed for the game to be played with either hand.
mame-extra-0.206/history.dat-1045121-
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mame-extra-0.206/history.dat-1114900-
mame-extra-0.206/history.dat:1114901:Simple ASM 1.0 (c) 1984 Coral
mame-extra-0.206/history.dat-1114902-
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mame-extra-0.206/history.dat-1192439-
mame-extra-0.206/history.dat:1192440:Following the success of the world famous Street Fighter II on the Super Famicom platform, STREET FIGHTER II DASH for the PC Engine pushes the enthusiasm of the series towards another peak.
mame-extra-0.206/history.dat-1192441-
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mame-extra-0.206/history.dat-1283529-
mame-extra-0.206/history.dat:1283530:The controls are a single 8-way joystick, used to control Brother Bear, a member of the Berenstain Bears family, who is navigating a switchback path across an underground chasm in order to sneak past Big Paw (a non-anthropomorphic bear) and reach the outside. The levels increase in difficulty both by virtue of a longer path and more obstacles, including bats, falling stalactites, etc.
mame-extra-0.206/history.dat-1283531-
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mame-extra-0.206/history.dat-1299997-
mame-extra-0.206/history.dat:1299998:About Geese Howard : The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really...
mame-extra-0.206/history.dat-1299999-
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mame-extra-0.206/history.dat-1301275-
mame-extra-0.206/history.dat:1301276:About Ramon : This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These 3 points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time.
mame-extra-0.206/history.dat-1301277-
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mame-extra-0.206/history.dat-1390013-
mame-extra-0.206/history.dat:1390014:Valis II is a side scrolling platform game by Telenet and was the first PC Engine game ever released by the Japanese company. After the events of the first Valis and the fall of the evil ruler Rogles, peace returns to Earth and Vekanti (the Dream World). Y?ko Asao, the series' central heroine and prophesied savior of Vekanti and mankind, saved the world but lost her best friend Reiko in the struggle. In Valis II, the evil emperor Megasu (aka Magus), lord of the Spirits, is on a quest to become the new king of Vekanti. He has ordered his army of demons to prepare for a wide-scale invasion and the blue haired Y?ko is determined to thwart him and his plans. Armed with the legendary and mystical Valis sword, Y?ko transforms into a Fantasm Soldier and fights the battle that will seal the fate of the Dream World. The sword only fires small waves of energy at first and power-ups can be collected along the way to increase its powers (they range from two-way fire to double wave laser, homing missiles and so forth...). Yuuko can also learn magic spells over the course of the game such as the rotating shield or the temporary invincibility. Valis II is vast and features six varied and long stages periodically interrupted by increasingly elaborate cutscenes which became the core trademark of the series.
mame-extra-0.206/history.dat-1390015-
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mame-extra-0.206/history.dat-1390090-
mame-extra-0.206/history.dat:1390091:Valis III is a side scrolling platform game by Telenet and was released a year after Valis II. The player takes once again control of the blue haired Y?ko Asao, a young Japanese schoolgirl who can transform into a Fantasm soldier, thanks to the incredible powers of her magical sword Valis. Her duty is to protect the world from evil spirits hidden within other parallel dimensions. Their king, Lord Glames (aka Ramses), has just risen from the spirit kingdom and has killed two of the six world guardians. Y?ko must stop him before he gains full control over Dream Land and the rest of the world. The story begins on Earth - a mysterious young Elfeen tries to steal Y?ko's precious Valis sword in a vain hope to prevent, she says, the coming apocalypse. She is however followed by horrid demons and gets promptly captured as she reaches Yuko's house. The Fantasm soldier, still in her pajamas, rushes to the rescue and grabs the almighty Valis Sword. The sword is her main weapon, she can slash enemies with it or fire blasts of pure energy to hit foes beyond Valis's short range. She can also pick up power-ups and magic powers scattered throughout the game such as fire knives, freeze and bombs. More characters soon join the fray, the Elfeen Cham (aka Char) equipped with a Whip, and Valna (aka Vernal, Y?ko's twin sister) armed with a magic scepter. The player can switch characters at anytime throughout the game (except during boss encounters) and health/magic levels are shared between them. Valis III is vast and our heroine will face countless challenges in this seemingly endless adventure.
mame-extra-0.206/history.dat-1390092-
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mame-extra-0.206/history.dat-1392988-
mame-extra-0.206/history.dat:1392989:VASM Ver. 2 (c) 1983 Vida Rebus
mame-extra-0.206/history.dat-1392990-