Jogos para Arcade

The Punisher
The Punisher is a 1993 beat 'em up arcade game. It stars the Marvel Comics' anti-hero the Punisher and co-stars S.H.I.E.L.D. agent Nick Fury as the second player's character as they embark on a mission to kill the crime lord the Kingpin and bring down his organization. Whilst following the same general formula as Capcom's previous beat 'em ups, the game has a range of usable weapons and a comics-style presentation.

Power Stone
Power Stone is a fully 3D arena fighting game series made by Capcom. Power Stone was initially released on the Sega NAOMI hardware and later ported to the Dreamcast. In Japan Power Stone was adapted also into a manga, as well as a 26 episodes anime series.

Persona 4 Arena Ultimax
Persona 4 Arena Ultimax is a fighting video game developed by Arc System Works and Atlus. It is the direct sequel to Persona 4 Arena, which is itself a follow-up to the role-playing game Persona 4. The game was originally released in Japanese arcades on November 28, 2013, and later ported to home consoles. Unlike the previous game, it is not region locked.

Alien vs. Predator
Alien vs. Predator is a 1994 beat 'em up video game developed and released by Capcom for the CPS-2 arcade game system. It is based on the science fiction franchise of the same name. Introducing an original fighter to the game: Lt. Kurosawa, the players take control of up to three from the selection of four cyborgs and Predator characters in a battle against the Xenomorph hordes and rogue human soldiers.

Captain America and the Avengers
Captain America and the Avengers is an arcade game released by Data East in 1991. It features the Marvel Comics characters The Avengers in a side-scrolling brawling and shooting adventure to defeat the evil Red Skull.

Snow Bros.
The gameplay of Snow Bros is similar to Bubble Bobble, released in 1986. The game supports up to two players, with each player taking the part of one of two snowmen Nick and Tom. Each player can throw snow at the enemies. The player must throw snow at each enemy until it is completely covered, when it turns into a snowball. An enemy partially covered in snow cannot move until it shakes it off. Once an enemy has been turned into a snowball, the player can roll it. The snowball will re-bound off walls, until eventually shattering against a wall. Any enemies the snowball rolls into are eliminated and other stationary snowballs start rolling when the rolling snowball touches them. If the player manages to take out all of the enemies with kicking one snowball (this one snowball may be used to make others bounce around as well and increase the chances to pull this trick off), money in the form of large green bills will fall from the sky. These disappear in a very short amount of time but are worth 10,000 points each, the most the player can get as a bonus. Every tenth level there is a boss. Each boss can sustain being hit a number of times. In Sega Genesis port, after the 50th level, you play as one of the snow castle princesses. When a player bowls an enemy over, it may drop a potion bottle. The color of the potion lets the player know what special power-up he or she will acquire.

BurgerTime
BurgerTime is a 1982 arcade game created by Data East for its DECO Cassette System. The game's original title, Hamburger, was changed to BurgerTime before its introduction to the US. The player is chef Peter Pepper, who must walk over hamburger ingredients located across a maze of platforms while avoiding pursuing characters. The game was popular in arcades. In the US, Data East USA licensed BurgerTime for distribution by Bally Midway. The Data East and Midway versions are distinguished by the manufacturer's name on the title screen and by the marquee and cabinet artworks.

Pole Position
The very first racing game with the rear perspective camera and track based on real life.

Sega Rally Championship
Sega Rally Championship is a 1994 arcade racing game developed by AM5 on the Sega Model 2 board. The unique selling point of Sega Rally was the ability to drive on different surfaces (including asphalt, gravel and mud), with different friction properties, with the car's handling changing accordingly. As the first racing game to incorporate this feature, Sega Rally is considered to be one of the milestones in the evolution of the racing game genre. The music for the arcade game was composed by Takenobu Mitsuyoshi, while the Sega Saturn port's soundtrack was done by Naofumi Hataya and the Guitar were played by Joe Satriani.

Q*bert
Q*bert was a popular arcade game that was released on a large number of consoles in the early 1980s. It was developed and published by Gottlieb, and became their most successful game. The concept serves as a precursor to the isometric platformer genre, where the title character must work to turn all cubes to a certain colour in a psuedo-3D world, made 3D through isometric graphics in the same way that the Penrose Stairs was made. The game was widely successful and has become a highly recognizable brand of the 1980s gaming era.

Alien Storm
Alien Storm is a side-scrolling beat 'em up. The game resembles Golden Axe, with a similar artistic style, three playable characters (a man, a woman, and a novelty character) and pick-up or power-up special attacks. The player (one player only on the Master System version, up to two players on the Mega Drive version, three on the arcade version) selects from the three different characters to embark upon a quest to save the Earth from an alien invasion. All of the Busters are playable from the beginning of the game. There are 6 missions to complete (8 in the Mega Drive version) with several stages, and each mission has the player blasting aliens, from the streets to the mother ship, where the mother of all aliens can be found. This task becomes increasingly difficult with each new mission, and the aliens are capable of hiding inside objects such as plants, postboxes, trashcans, drums, and other items. Each mission has an objective such as rescuing people or destroying an UFO. When dealing with a few aliens, flying heads will appear, which can be shot to collect life or energy. Energy is used specifically to power the energy based attacks of the player's weapon (such as flames or electricity) and to use the much more powerful special weapons. In a similar format as other early Sega arcade games, each character has unlimited usage of various short-range attacks, i.e. punches, kicks. Along with these standard attacks, each character has their own individual weapon (Garth's weapon that shoots lightning is replaced with a flame weapon in the Master System version). Special attacks are also included, and vary depending on the character chosen at the start of the game. For instance, Garth summons an U.S. Air Force starship that drops bombs across the street (in the Master System version he has Karen's special, a ballistic missile strike). Scooter will teleport out of his present location and leave a series of bombs that will blow up on the appearance of aliens, after which he will re-appear (in the Mega Drive version he just explodes, leaving his head, which his new body returns to retrieve). Karen calls down a nuclear missile, which incinerates every foe on the screen. However, a large amount of energy is depleted by using each character's special attack, and cannot be used if the energy of the player's character is too low. There are few bosses in the game. The arcade original only features a single boss that has three distinct forms. The Mega Drive port has two of these forms as two separate bosses. At the end of each mission, the side-scrolling gameplay shifts to either a shooting gallery perspective where the player must take out the aliens that pop out of various locations, similar to the bonus stages of Shinobi and Shadow Dancer, both also by Sega, or a running section that is similar to the side scrolling mode but plays like a horizontal shooter instead with projectile weapons.

The King of Fighters '94
Rugal Bernstein is an incredibly rich and notorious arms and drug trafficker, as well as an incredibly skilled and ruthless fighter. Having become bored with the lack of competition, Rugal decides to host a new King of Fighters tournament. Rugal has his secretary travel to eight destinations around the world and invite fighters to his new tournament. Unlike the previous KOF tournaments depicted in the Fatal Fury series, the new King of Fighters is a team tournament, with eight teams of three, each representing a different nationality, participating this time. Most characters come from other SNK games, such as Team Italy, which is composed of three heroes from the original Fatal Fury: Terry Bogard, Andy Bogard and Joe Higashi. The two heroes from Art of Fighting (Ryo Sakazaki and Robert Garcia) are featured along with their mentor and Ryo's father (Takuma Sakazaki) make up Team Mexico. Team Korea features Kim Kaphwan from Fatal Fury 2 as the leader of two convicts he's trying to reform Chang Koehan and Choi Bounge, while Team England is a mix of female fighters from Fatal Fury 2 (Mai Shiranui) and the Art of Fighting series (Yuri Sakazaki, King). The two heroes from Psycho Soldier (Athena Asamiya and Sie Kensou) form Team China along with their mentor, Chin Gentsai. Similarly, Team Brazil features the heroes from Ikari Warriors (Ralf and Clark) along with their commanding officer Heidern. Additionally, the game features two teams composed entirely of original characters: Team Japan featuring Kyo Kusanagi, Benimaru Nikaido and Goro Daimon, and Team USA composed of Heavy D!, Lucky Glauber and Brian Battler.

The King of Fighters 2000
The final King of Fighters game released by SNK in its original state, The King of Fighters 2000 expands on the story and gameplay presented in The King of Fighters '99. This year's tournament is sponsored by the Ikari Warriors in an attempt to discover more about the NESTS organization, and to derail the plans of potential NESTS agents K' and Maxima. Not everything is as straight-forward as it usually is, however, and even the Ikari Warriors themselves are at risk of being betrayed from within by the end of the tournament. The King of Fighters 2000 features an improved Striker call system with the Active Striker System, which allows the player to call his Striker character in any situation, whether he is attacking or being attacked by the opponent, allowing him to use their strikers in combos. Moreover, in addition to the numerous nostalgic SNK characters returning as Another and Maniac Strikers, KOF 2000 welcomes newcomers such as Ramon, Vanessa, Seth, Lin, Hinako Shijo, and Kula Diamond.

Knights of the Round
The gameplay is very similar to other Capcom beat 'em ups, such as Final Fight and Capcom's previous hack-and-slash fantasy title The King of Dragons. There are seven stages, each with its own boss and a variety of generic enemies that try to stop the players' progress. The fights rely strongly on blocking ability, which is triggered by pressing the attack button, then pressing the joystick away as the opponent strikes. If successful, the player gains a few seconds of invincibility with which to counter-attack. However, if no one strikes the player's character while holding the block, they will tire and drop their guard, making them vulnerable to attack. Blocking is vital in certain cases, since some bosses will be vulnerable only after their attack has been blocked by the player. As in most beat 'em ups, a desperation attack is performed by pressing both the attack and jump buttons simultaneously. This knocks out most enemies on the screen, but the player loses a little bit of health every time he uses it.

1943: The Battle of Midway
The game is set in the Pacific theater of World War II, off the coast of the Midway Atoll. The goal is to attack the Japanese Air Fleet that bombed the players' American Aircraft Carrier, pursue all Japanese Air and Sea forces, fly through the 16 levels of play, make their way to the Japanese battleship Yamato and destroy her. 11 Levels consist of an Air-to-Sea battle (with a huge battleship or an aircraft carrier as an End-Level Boss), while 5 levels consist of an all-aerial battle against a squadron of Japanese Bombers and a Mother Bomber that needs to be destroyed. As in 1942, players pilot a P-38. Two buttons are used: one for regular attacks (with several weapons) and one for special actions that executes either a loop like in 1942 or one of three special attacks that damage the plane. Unlike 1942, the player only has one life, with one refillable energy meter. Destroying a complete formation of red enemy planes will result in a power-up, such as a health boost or a temporary special weapons which replaces the default twin gun.

Elevator Action
Elevator Action is a 1983 arcade game by Taito. It debuted during the "Golden Age of Arcade Games". Innovative in gameplay, the game was very popular for many years. In the game, the player assumes the role of a spy who infiltrates a building filled with elevators. He must collect secret documents from the building and traverse the 30 floors of the building using an increasingly complex series of elevators. The player is pursued by enemy agents who appear from behind closed doors. These agents must be dealt with via force or evasion. Successful completion of a level involves collecting all the secret documents and traversing the building from top to bottom. In the lower floors of the building, the elevator systems are so complex that some puzzle-solving skills are needed. The game was available as a standard upright cabinet The controls consist of a 4-way joystick and two buttons, one for "shoot" and the other for jumping and kicking. The maximum number of players is two, alternating turns. The graphics are extremely simple, 2D color graphics and in-game music was composed by musician Yoshio Imamura. The game was followed by a sequel, Elevator Action II (also known as Elevator Action Returns).

Dragon's Lair
Haven't heard of Dragon's Lair?! Well, you play the heroic Dirk the Daring, a valiant knight on a quest to rescue the fair princess from the clutches of an evil dragon! Originally released in the summer of 1983, Dragon's Lair has solidified itself as a cultural icon in gaming.

Ninja Gaiden III: The Ancient Ship of Doom
Thrilling new cinema screen! Follow the story of Ryu's epic adventure through Tecmo's movie-like Cinema Screen Animation. As you complete each level, a new part of the story unfolds. Exciting new powers and weapons! Over the years Ninja Ryu's fighting skills have improved to include fantastic new powers and weapons. Action-packed Ninja adventure! Can you get Ryu through his most challenging adventure as he battles the hideous ancient forces of darkness to save mankind? The Ultimate Ninja Challenge!

The King of Fighters '99: Millennium Battle
"The King of Fighters '99: Millennium Battle" is the sixth game in The King of Fighters series by SNK. Unlike in previous games of the series, there are four characters per team instead of three, with the fourth serving as a "Striker", a fighter whose function is only to enter a match, attack the opponent and leave without replacing their teammates. In total, there are seven teams, each containing four characters, four Team Edit characters and a boss.

The King of Fighters 2002
The game brings back the team play composed by three characters each that was a tradition in previous games. The game has also several important changes in the gameplay, like the "Free Cancel System" or "Max Mode System", the "Quick Emergency Evasion" and "Quick MAX Mode Activation", aside from the countless changes in each character's special moves and their properties.

Street Fighter Alpha: Warriors' Dreams
Street Fighter Alpha: Warriors' Dreams was the first all new Street Fighter game produced by Capcom since the release of Street Fighter II. It introduces several new features, expanding on the Super Combo system previously featured in Super Street Fighter II Turbo with graphics drawn in the same animated style Capcom employed in Darkstalkers. Street Fighter Alpha revamps the Super Combo system introduced in Super Street Fighter II Turbo by adding a three-level Super Combo gauge that fills in as the player performs regular and special moves.

Popeye
Popeye is a 1982 arcade game developed and released by Nintendo based on the Popeye cartoon characters licensed from King Features Syndicate. In Popeye, two players can alternate playing or one player can play alone. The top five highest scores are kept along with the player's three initials. Popeye was available in standard and cocktail configurations.

Yie Ar Kung-Fu
Yie Ar Kung-Fu is a 1985 fighting game developed and published by Konami. Along with 1984's Karate Champ, which influenced Yie-Ar Kung Fu, it is one of the games that established the basis for modern fighting games.

The King of Fighters XIII
The King of Fighters XIII is a fighting game in the The King of Fighters series. The game is set after the events from The King of Fighters XI and is also the conclusion of Ash Crimson's story arc, which started in The King of Fighters 2003. It follows another King of Fighters tournament secretly hosted by Those From the Distance Land, the organization behind the events from the two prior games that are trying to break the seal of the demon Orochi and take its power.

Strider
The controls of Strider consist of an eight-way joystick and two action buttons for attacking and jumping. The player controls Hiryu himself, whose main weapon is a tonfa-like plasma sword known as "Cypher". He can perform numerous acrobatic feats depending on the joystick/button combination used. Pressing the jump button while Hiryu is standing still will cause him to do a regular vertical jump, while pressing the jump button while pushing the joystick left or right will enable him to do a cartwheel jump. Hiryu can also slide under or through certain obstacles and enemies by first crouching down and then pressing the jump button. As well as his sliding move, both jumps can also be used to destroy weaker opponents. Hiryu is able to latch onto certain platforms, and climb across walls and ceilings using a metallic hook. While running down a sloped surface, Hiryu can gain enough momentum to allow him to do a longer cartwheel jump than usual. Numerous power-ups can be obtained from item boxes carried by certain enemies. These includes an extension to Hiryu's attack range that lasts for one hundred slashes, two types of health aids (represented by the kanji used to write Hiryu's name: 飛 and 飛竜), a max health extension (represented by the kanji 竜, the second character in Hiryu's name), an extra life, and a power-up that not only makes Hiryu invulnerable to attack but also increases his own attack abilities via shadow images of himself for 15 seconds.[3] Hiryu can also summon robotic companions known collectively as "options" that help him fight enemies. These consist of up to two mushroom-like droids, a saber-toothed tiger and a hawk, known individually as Option A, B and C respectively. The game has five stages: the Kazakh Soviet Socialist Republic (called "St. Petersburg" during the arcade game's attract sequence), the Siberian Wilderness, the Aerial Battleship Balrog (געלראב), the Amazonian Jungle, and the Grandmaster's lair itself, the Third Moon. Each of the stages is divided into a number of smaller sections, each with their own time limit and checkpoint location. The player has a three-point health gauge (which can be increased to five points with the health extensions. Hiryu will lose a life when either his health gauge is fully depleted, by moving him off the screen entirely (like falling into a bottomless pit) or when the game's timer reaches zero. It's Game Over when all of Hiryu's lives are lost, but the player can be given the opportunity to continue.

Buster Bros.
Pang, originally released in Japan as Pomping World and in North America as Buster Bros., is a 1989 arcade action game developed by Mitchell Corporation. Its core gameplay is similar to the 1983 Japanese MSX game Cannon Ball, also released that year for the ZX Spectrum as Bubble Buster. Players embark on a round-the-world quest to destroy bouncing balloons that are threatening landmarks and cities across the globe. The game features 50 stages set in 17 locations, including Mt. Fuji, Mt. Keirin, the Temple of the Emerald Buddha, Angkor Wat, Ayers Rock, the Taj Mahal, Leningrad, Paris, London, Barcelona, Athens, Egypt, Kenya, New York, Maya ruins, Antarctica, and Easter Island. Later versions added additional locations. Each stage includes a background depicting local landmarks, along with a unique arrangement of blocks, some destructible, some permanent, and some hidden with bonus items. Stages begin with balloons of various sizes; the largest balloons split into smaller ones three times before disappearing after the fourth hit. Players start with a single harpoon, though special weapons can drop when balloons are popped. At certain points, food items worth bonus points may also appear. Contact with any balloon results in the loss of a life. In two-player mode, if both players touch a balloon at the same time, only Player 1 loses a life. Similarly, when both reach a bonus or weapon simultaneously, only Player 1 collects it. Players begin with three to five lives depending on dip switch settings, with extra lives awarded upon reaching specific score thresholds. A stage is cleared when all balloons are destroyed, and the game concludes after all stages are completed, ending with the heroes driving their jeep into the sunset on an Easter Island beach.

Virtua Cop
Players assume the role of police officers in a first-person perspective and use a light gun to shoot criminals and advance through the game, with penalties for shooting civilians. The players could also shoot powerups that grants him a weapon or a life. The weapon is lost if the player is hit, but not if he shoots a civilian. Virtua Cop was notable for its use of polygonal graphics, which were subsequently used in both House of the Dead and Time Crisis, instead of the two dimensional sprites that were popular for previous games in the same genre. It is also notable for being one of the first games to allow the player to shoot through glass. Its name derived from this graphical style, which was previously used in Virtua Fighter, Virtua Striker and Virtua Racing.

Super Hang-On
Super Hang-On is a 1987 motorcycle racing arcade game by Sega, and the sequel to the acclaimed Hang-On. A version of this game, in the full simulated-motorcycle cabinet used by the original Hang-On, was released in 1991 as Limited Edition Hang-On. It was also released for the Sega Mega Drive, Commodore Amiga, Atari ST, Macintosh, ZX Spectrum, Amstrad CPC and Commodore 64 in 1989. Super Hang-On was also released for the Sharp X68000 computer in Japan. The game also appeared on several Mega Drive compilations, namely Mega Games I (bundled with the console as Mega Drive Magnum Set), and Sega Genesis Six Pack. The arcade version was released on the Wii Virtual Console in Japan on September 14, 2010 and later for the other regions on May 3, 2012. A stereoscopic 3D version was released for the Nintendo 3DS eShop in Japan on March 27, 2013 and in North America and Europe on November 28, 2013.

Virtua Tennis
Virtua Tennis is a tennis game in which it is possible to control one of eight licensed players and uncover the secret stars. As well as the traditional arcade mode, you can play in the exhibition mode, with four-player action via doubles play. Once you've mastered those modes, take on the world in the world circuit mode, with unique training games, different challenges and shops to buy clothing, equipment, stages and playing partners.

Missile Command
As a regional commander of three anti-missile batteries, the player must defend six cities in their zone from being destroyed. The player's six cities are being attacked by an endless hail of ballistic missiles, some of them even splitting like multiple independently targetable reentry vehicles (MIRVs). New weapons are introduced in later levels: smart bombs that can evade a less than perfectly targeted missile, and bomber planes and satellites that fly across the screen and launch missiles of their own.

Gauntlet
The players, up to four at once in the arcade version, select among four playable fantasy-based characters; Thor the Warrior, Merlin the Wizard, Thyra the Valkyrie, or Questor the Elf. Each character has his or her own unique strength and weaknesses. For example, the Warrior is strongest in hand-to-hand combat, the Wizard has the most powerful magic, the Valkyrie has the best armour and the Elf is the fastest in movement. Upon selecting a playable character, the gameplay is set within a series of top-down, third-person perspective mazes where the object is to find and touch the designated exit in every level. An assortment of special items can be located in each level that increase player's character's health, unlock doors, gain more points and magical potions that can destroy all of the enemies on screen. The enemies are an assortment of fantasy-based monsters, including ghosts, grunts, demons, lobbers, sorcerers and thieves. Each enters the level through specific generators, which can be destroyed. While there are no bosses in the game, the most dangerous enemy is "Death", who can not only drain a character's health, but is difficult to destroy. As the game progresses, higher levels of skill are needed to reach the exit, with success often depending on the willingness of the players to cooperate by sharing food and luring monsters into places where they can be engaged and slaughtered more conveniently. While contact with enemies reduces the player's health, it also slowly drains on its own, thus creating a time limit. When a character's health reaches zero, that character dies. The character can be revived in place with full health by spending a game credit (i.e. inserting a coin) within a certain short time window after it died. This allows even the least proficient players to keep playing indefinitely, if they are willing to keep inserting coins.

Persona 4 Arena
Persona 4 Arena is a fighting video game developed for Japanese arcades and later ported to home consoles. Based on Atlus' Persona role-playing game series, Arena serves as a direct sequel to Persona 4 and features characters from its predecessor, Persona 3. Atlus wrote the story to the game while Arc System Works handled the gameplay.

Mario Bros.
The first port of Mario Bros. was developed by Nintendo for the Famicom and later released in American under the Arcade Classics series. It follows most of the features of the arcade game, and adds a difficulty setting. This version would be the most re-released version in future consoles.

Primal Rage
Primal Rage is a one-on-one fighting game featuring dinosaurs and giant apes as the fighters. The graphics are done with digitized stop-motion animation. Gameplay is similar to Mortal Kombat in that it is viewed from a side perspective, and features deadly finishing moves at the end of the match.

Gradius
One of the defining characteristics of the Gradius series is the use of a "power meter." The power meter is powered by a power-up item, whose purpose, when collected, is to move a highlight to the next power-up on the power meter. When a power-up that the player wants becomes highlighted, he or she may activate it, also causing the highlight to reset.

Ikaruga
In this vertical scrolling spaceship shooter, you control a ship that can change its polarity at will. As blue/white, the ship can easily destroy red/black enemies, and vice versa. Bullets of your polarity can be collected to fuel your energy gauge, but those opposite will kill you. Destroying an enemy ship causes them to fire revenge bullets which can be absorbed and fired back by the player. Different difficulties exist to change exactly how you interact with polarized points, or how they appear. It is the spiritual successor to Radiant Silvergun, featuring similar level and boss design, as well as it's buddhism inspired themes and aesthetics. Both are directed by Hiroshi Iuchi, who also composed Ikaruga's soundtrack.
