data/claims/guerrilla-war-history.yamlGuerrilla War (history and reception)
Game: Guerrilla War.
SNK's arcade game Guevara (ゲバラ) went on sale in Japan in December 1987. Game Machine's 15 December 1987 issue reported that SNK would put the Guevara board on sale in mid-December, and Akagi's arcade list dates it 87/12 under SNK. In a notice dated November 1987, printed in Game Machine's 1 December issue, SNK called its newly announced video game Guevara an original product of its own development. guerrilla-war-history/arcade-release-japan
image 10, new-products news, Guevara itemS N K から 『 ゲバラ」 基板Our translationFrom SNK, the Guevara boardGame Machine, no. 322 (15 December 1987) · image 10, new-products news, Guevara item — the OCR reads 発壳 for 発売長) から 十二月 中旬 発壳Our translation(from SNK, president Kawasaki Eikichi) on sale (発売) in mid-DecemberアーケードTVゲームリスト 国内・海外編 (1971-2005) · 国内編 (Japan), SNK section — the pinned OCR text has no page breaks; the page image hasn't been checked87/12ゲバラ (Guerrilla War )Our translation87/12 (December 1987) Guevara (Guerrilla War)Game Machine, no. 321 (1 December 1987) · image 3, SNK notice弊社が 独自に 開発 製品 化した オリジナル 製品でありますOur translation(Guevara) is an original product that our company developed and made into a product on its ownGame Machine, no. 321 (1 December 1987) · image 3, SNK notice — the OCR reads I for 一 in 十一月昭和 六十 二 年 十 I 月Our translationShōwa 62 (1987), NovemberChecked by a second AI model, 2026-11-06.The notice warns operators against copying the machine or operating copies of it; it is signed by SNK Electronics and SNK (株式会社エス・エヌ・ケイ). Game Machine gives the month, not a day.
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The arcade game is modelled on the Cuban revolution. Game Machine described two players, as Guevara and Castro, fighting government troops together. Gamest's story sets it in Cuba in 1956 under the dictator Batista. Guevara and Castro land in secret and find the government's army waiting, then fight through the jungle, Santiago, a coal mine and the capital, Havana, to Batista's palace. guerrilla-war-history/arcade-theme
image 10, new-products news, Guevara itemこれは キュ ー バ 革命をOur translationthis, (taking) the Cuban revolution (as its model)Game Machine, no. 322 (15 December 1987) · image 10, new-products news, Guevara item — the next lines name them, garbled in the OCR ("ゲ バラ/と\"々 スト ロ"), as Guevara and Castroモデルに、 二人の 戦 土Our translationas its model, two fighters (戦士)Gamest, no. 17 (February 1988) · p. 4 (image 6), Guevara feature一九五六年' 南米キユ—バOur translation1956, Cuba (in the Americas)Gamest, no. 17 (February 1988) · p. 4 (image 6), Guevara featureバラとカストロ。戦士ゲバラOur translation(the two were) Guevara and Castro. The warrior GuevaraGamest, no. 17 (February 1988) · p. 4 (image 6), Guevara featureグルを抜け、サンチャゴを抜Our translationthrough the jungle, through SantiagoGamest, no. 17 (February 1988) · p. 4 (image 6), Guevara feature — the OCR reads 八 for ハけ、炭鉱を開放し、首都八バOur translationliberate the coal mine, (through) the capital, HavanaGamest, no. 17 (February 1988) · p. 4 (image 6), Guevara feature独裁者八テイスタの宮殿にたOur translationreach the palace of the dictator BatistaChecked by a second AI model, 2026-11-06.Gamest's lines are its own story text, set beside the game's demo screens; Game Machine summarises the maker's description. Neither says how closely the stages follow the history.
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Game Machine described the arcade controls as SNK's eight-way loop lever (ループレバー), which sets both the direction of movement and of fire, with one button for the gun and one for grenades and getting in and out of tanks; Your Sinclair called them "swivel-topped joysticks", as on Ikari Warriors. The screen scrolls vertically, with some sideways scroll, over five stages. Gamest reported two players at once, a second player able to join at any time, and a continue for anyone with credits. guerrilla-war-history/arcade-controls
image 10, new-products news, Guevara item八方 向 ル ー ブレ バー と、Our translationthe eight-way loop lever (ループレバー), andGame Machine, no. 322 (15 December 1987) · image 10, new-products news, Guevara itemと 戦 卓 乗降 ボタンを 操作Our translationand (a gun button and a grenade) and tank (戦車) boarding button are operatedGame Machine, no. 322 (15 December 1987) · image 10, new-products news, Guevara item向で、 ョ n にも ある 程度Our translation(the game advances) vertically, and to some degree sideways (ヨコ)Game Machine, no. 322 (15 December 1987) · image 10, new-products news, Guevara item全部で 五Our translationfive (stages) in allGamest, no. 17 (February 1988) · p. 4 (image 6), Guevara feature, プレイ方法 (how to play) — the OCR drops the middle of the sentence; the page image reads "it's really not much more than another version of Ikari Warriors - right down to its use of swivel-topped joysticks."joysticks. A couple oOur translation(not much more than another version of Ikari Warriors - right down to its use of swivel-topped) joysticks. A couple o(f revolutionary types)Gamest, no. 17 (February 1988) · p. 4 (image 6), Guevara feature, プレイ方法 (how to play) — the OCR reads CU for 2つのくル—プレバ I と CU ボタン。Our translation(the controls are, needless to say,) the loop lever and two buttonsGamest, no. 17 (February 1988) · p. 4 (image 6), Guevara featureステ—ジは全部で5つに分Our translationthe stages are divided into five in allYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of Fun, read on the page image — the page image reads "it's really not much more than another version of Ikari Warriors - right down to its use of swivel-topped joysticks."; the OCR garbles the rest of the linejoysticks.Our translation(right down to its use of swivel-topped) joysticks.Checked by a second AI model, 2026-11-06.Gamest adds that at the time of writing a continue was allowed even on the last stage. Neither source names the board or its hardware.
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Gamest introduced Guevara as one of SNK's loop-lever (ループレバー) games, which it said kept coming out one after another, and as the fourth game in SNK's 怒 (Ikari) series. guerrilla-war-history/arcade-loop-lever-series
p. 4 (image 6), Guevara feature, standfirst, read on the page image — the page image reads 「続々と出るSNKのループレバーゲーム、「怒」シリーズ第4弾。」 ("SNK's loop-lever games, which keep coming out one after another: the fourth in the 怒 series"); the OCR garbles the line before ("SNK のルー プレ / r ーグーム,") and loses 「怒」シリーズ第4弾Our translationthe fourth in the (怒) seriesChecked by a second AI model, 2026-11-06.Gamest doesn't list the earlier games of the series here.
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SNK's American company showed the arcade game as Guerrilla War: Game Machine's report on the AMOA show in its 15 December 1987 issue says SNK of America presented a new product, "Guerrilla War (Guevara)". Akagi's list dates Guerrilla War 87/12 under SNK of America. guerrilla-war-history/arcade-north-america
image 4, AMOA-Expo '87 reportNK は 新製品 「ゲリ ラウOur translation(the American) SNK (presented) the new product 'Guerrilla WarGame Machine, no. 322 (15 December 1987) · image 4, AMOA-Expo '87 report — the OCR splits ゲリラウォー across two lines才 IJ ( ゲバラ) を 発表'Our translation(Guevara)' (ゲリラウォー (ゲバラ))アーケードTVゲームリスト 国内・海外編 (1971-2005) · 海外編 (overseas), SNK of America section — the pinned OCR text has no page breaks; the page image hasn't been checked87/12 Guerrilla WarChecked by a second AI model, 2026-11-06.The Game Machine sentence opens "また米国SNKは", "and the American SNK". Game Machine's report doesn't describe the American game's story, so it doesn't show what the renamed version changed.
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Your Sinclair's arcade column, Slots of Fun by Ciarán Brennan, reviewed the coin-op as "Guerilla War" in April 1988. Before play, instruction screens cast the player as a guerilla soldier freeing his people, and a "Fidel Castro lookalike" appears over the slogan "Hail the heroes of the Revolution". The column found the game little more than another Ikari Warriors, best played in company but short of variety, and noted that twenty pence starts a game. It gave a Convertibility Factor, its estimate of how well a coin-op would convert to the Spectrum, of 5. guerrilla-war-history/arcade-uk-your-sinclair
p. 78 (image 78), Slots of Fun, read on the page image — the page image has "CONVERTIBILITY FACTOR: 5 / Hardly revolutionary, but quite complex." under the review, which the OCR doesn't have for this game. The page image also reads "a Fidel Castro lookalike appears above another slogan, this time it's 'Hail the heroes of the Revolution'" and "You are a guerilla soldier battling against your country's armies", which the OCR garblesGUERILLA warYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of FunLike most games of this ty peYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of Funbest played in companyYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of Fun — the line before reads "there's not"enough varietyYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of FunTwenty pence is enough to start the guns roaringYour Sinclair, issue 28 (April 1988) · p. 78 (image 78), Slots of Fun, column introduction — the page image prints Ciarán; the Guerilla War box itself is unsignedchange, Ciaran Brennan jingles downChecked by a second AI model, 2026-11-06.The Convertibility Factor rates how well the column thinks a coin-op would convert to the Spectrum, not the game itself, so it isn't given as a review score. The review's opening paragraphs were read on the page image; the OCR garbles them.
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Your Sinclair's April 1988 arcade chart, supplied by Worlds Fair magazine, put "Guerilla Wars" (SNK) fifth, down from second the month before. guerrilla-war-history/arcade-uk-chart
p. 22 (image 22), Street Life, Arcade Games chart, read on the page image — the OCR loses the chart's left-hand column of this month's places; the page image reads "5 (2)"(2) Guerilla Hfers/SNKOur translation5 (2) Guerilla Wars/SNKYour Sinclair, issue 28 (April 1988) · p. 22 (image 22), Street Life, Arcade Games chartChart courtesy of Worlds Fair magazineChecked by a second AI model, 2026-11-06.Cited by: Guerrilla War
Chris Scullion's NES encyclopedia (2019) says the Japanese version sets the game in Cuba, with Che Guevara as player one and Fidel Castro as player two, where the NES game casts the player as a guerrilla leader saving his small island country from an evil dictator. guerrilla-war-history/scullion-renaming
entry "Guerrilla War"the uncensored Japanese version makes it perfectly clear: set in Cuba, players one and two are Che Guevara and Fidel Castro respectively.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Guerrilla War"guerilla leader as he tries to save his small island country from an evil dictator.Checked by a second AI model, 2026-11-06.A retrospective book; Scullion doesn't say which Japanese version, arcade or Famicom, he means.
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Scullion calls the NES game a top-down run-and-gun game that answers the slow pace of SNK's NES Ikari Warriors with a faster walking speed while keeping simultaneous two-player play, and judges it the better NES title. guerrilla-war-history/scullion-nes-speed
entry "Guerrilla War"makes up for this by improving your walking speed, while also turning the action up to 11 and retaining simultaneous two-player.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Guerrilla War"it's fair to say this is the superior NES title.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Guerrilla War"Ikari Warriors was heavily criticised for its fairly sedate paceThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Guerrilla War"It's a top-down run-and-gun gameRevised after a check by a second AI model, 2026-11-06: Quotes the sedate-pace and top-down run-and-gun sentences.SNK released Guevara for the Famicom in Japan on 26 December 1988 at ¥5,500. Famicom Hisshoubon's 4 November 1988 issue announced that date and price, and a 1990 Famicom catalog gives the same. guerrilla-war-history/famicom-release
p. 44 (image 46), Guevara feature, data line — the line goes on "\\5500" (¥5,500)SNK/12 月 26 日 発売Our translationSNK / on sale 26 DecemberFamicom ROM Cassette All Catalog (1990 no. 7 supplement) · p. 177 (image 179), ゲバラ, read on the page image — the OCR drops the 12 and garbles the year and day; the page image reads '88年12月26日発売 日 "BB 年 1 月 Z6 日Our translation発売日 '88年12月26日 (release date 26 December 1988)Famicom ROM Cassette All Catalog (1990 no. 7 supplement) · p. 177 (image 179), ゲバラ5500 円 ( 別 )Our translation¥5,500 (excluding tax)Checked by a second AI model, 2026-11-06.Hisshoubon announced the date seven weeks ahead; the catalog, printed in 1990, lists it as the release date.
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The Famicom cartridge is SNK's Guevara, code SFX-GQ: its manual thanks the buyer for SNK's Family Computer game cassette Guevara and prints "©1988 SNK CORP" on its back page. guerrilla-war-history/famicom-cartridge
image 2, p. 1 — the OCR reads SFX-GO; the Internet Archive item's title gives SFX-GQムカ セッ ト 「 ゲ バラ (SFX-GO) を お 買い あげOur translation(game) cassette Guevara (SFX-GQ), (thank you for) buyingGuevara (Famicom) instruction manual, SNK · image 16, back page61988 SNK CORPOur translation©1988 SNK CORPChecked by a second AI model, 2026-11-06.Cited by: Guerrilla War
In the Famicom manual's story, in 1956 Cuba is ruled by President Batista as a dictator, with heavy taxes and a secret police. To bring him down, Guevara and Castro land in secret with a few comrades, but the army is waiting, and only the two of them get ashore safely. Player one controls Guevara and player two Castro, fighting to free Cuba from Batista's regime. guerrilla-war-history/famicom-story
image 4, story1956 年 南米 キュ ー バ は 大 統領 バテ ィ ス タ が 独裁 政治 を 行っOur translationIn 1956, in Cuba, President Batista ruled as a dictatorGuevara (Famicom) instruction manual, SNK · image 4, story無事 上 陸 で きた の は 、 ゲ バラ と カス トロ の 2 人 だ け で あっ た 。Our translationOnly the two, Guevara and Castro, landed safely.Guevara (Famicom) instruction manual, SNK · image 7, game outlineプレ イヤ ー は ゲバ ラ (2P は カス トロ ) を 操作 し 、 キ ュー バ を バ ティ スタ 政権 か らOur translationThe player controls Guevara (player two, Castro) and (fights to free) Cuba from the Batista regimeGuevara (Famicom) instruction manual, SNK · image 4, story住民 に 重税 を 課 し 秘密 警察 を 使っ てOur translationimposing heavy taxes on the people and using a secret policeGuevara (Famicom) instruction manual, SNK · image 4, story数 名 の 仲間 と 共に 密か に キュ ー バ にOur translation(landed) in secret in Cuba with a few comradesGuevara (Famicom) instruction manual, SNK · image 4, storyす で に 待ち も うけ て いた 軍隊 の 攻撃 に あいOur translationmet the attack of an army already lying in waitRevised after a check by a second AI model, 2026-11-06: Quotes the taxes and secret police, the secret landing with a few comrades, and the waiting army.Cited by: Guerrilla War
On the Famicom pad, the + pad moves the hero in eight directions. A throws grenades, more powerful ones when powered up, and also gets in and out of tanks. B fires the gun, which powers up to launcher and flame shots. Start pauses, and Select shows a sub-screen. guerrilla-war-history/famicom-controls
image 5, controls8 方 向 に 移動 可能 。Our translationcan move in eight directionsGuevara (Famicom) instruction manual, SNK · image 5, controls, A button主人 公 の 攻撃 用 。 手 投げ 弾 を 投げ る こと が で きる 。Our translationFor the hero's attack: throws grenades.Guevara (Famicom) instruction manual, SNK · image 5, controls, A button戦車 の 乗り 降り に も 使用 する 。Our translationAlso used to get in and out of tanks.Guevara (Famicom) instruction manual, SNK · image 5, controls, B button主人 公 の 攻撃 用 、 銃 弾 を 撃つ こと が で きる 。Our translationFor the hero's attack: fires bullets.Guevara (Famicom) instruction manual, SNK · image 5, controls, B buttonプ 時 は ラン チャ ー 弾 、 火 炎 弾 を 撃つ 事 が で きる 。Our translation(when powered) up, can fire launcher shots and flame shotsGuevara (Famicom) instruction manual, SNK · image 5, controls, Select buttonゲー ム 中 に 押す と サブ 画面 が 表示 され ます 。Our translationPressed during the game, shows the sub-screen.Guevara (Famicom) instruction manual, SNK · image 5, controls, A buttonパワ ー ア ッ プ 時 は 爆烈 手 投げ 弾 を 投げ る こと が で きる 。Our translationWhen powered up, can throw explosive grenades.Guevara (Famicom) instruction manual, SNK · image 5, controls, Start buttonゲー ム 中 に 押す と ポー ズOur translationPressed during the game, pauses (一時停止)Revised after a check by a second AI model, 2026-11-06: Quotes the powered-up grenade and Start-pauses lines.The arcade game's rotary lever aimed the fire; the Famicom manual describes no separate aiming control, and no source read says how the hero aims on the Famicom.
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The Famicom manual describes ten areas, each ending with a boss whose defeat clears it. Any area but the last can be chosen as the starting point. Holding A or B while pressing Start opens a setup screen with area select and three difficulty levels (weak, normal, strong). The game starts on weak if none is set. Being hit by an enemy or its shot costs one life from the stock, and the game ends when the stock runs out or area 10 is cleared. Rescuing a prisoner adds 1,000 points and killing one takes away 500. A second player joins mid-game by pressing A and B together. guerrilla-war-history/famicom-rules
image 7, game outline全 10 エ リア か ら 構 成 さOur translationmade up of ten areas in allGuevara (Famicom) instruction manual, SNK · image 7, game outlineラ スト エ リア 以外 の エリ ア を セレ クト し て 好き な エリ ア か ら ゲOur translationany area other than the last can be selected, and the game (started) from the area you likeGuevara (Famicom) instruction manual, SNK · image 7, game outlineる ボス が 待受け て お り 、 こ の ボス を 倒す こと で エリ アク リア と な っ て 次 の エリ アOur translationa boss lies in wait, and beating it clears the area (and you go on to) the next areaGuevara (Famicom) instruction manual, SNK · image 7, game outlineッ ク が 減り ます 。 プレ イヤ ー の スト ッ ク が 無く な っ た り 、 最 終 エ リア (10 エ リア )Our translation(one miss, the) stock goes down. When the player's stock runs out, or (when) the last area (area 10) (is cleared, the game is over)Guevara (Famicom) instruction manual, SNK · image 8, starting the gameこの 時 A 又 は B ボ タン を 押し な が ら ス ター ト ボ タン を 押す とOur translationIf at this point you press Start while holding A or BGuevara (Famicom) instruction manual, SNK · image 8, starting the game — the parenthesis goes on to say that with no setting the game starts on weak; the OCR reads 頂 for 項十字 パドル で レベ ル セ レ クト か (弱い 、 ふ つう 、 強 い の 3 頂 目 、Our translationwith the + pad, (choose) level select (three settings, weak, normal and strong;Guevara (Famicom) instruction manual, SNK · image 9, prisonersボー ナス 点 1000 点Our translationbonus of 1,000 pointsGuevara (Famicom) instruction manual, SNK · image 9, prisoners500 点 マイ ナス され ます 。Our translation500 points are taken offGuevara (Famicom) instruction manual, SNK · image 12, joining in進 中 参加 する 場合 は 、 タ イミ ング よく A・B ボ タン を 同時 に 押Our translationTo join mid-game (途中参加), press A and B together at the right momentGuevara (Famicom) instruction manual, SNK · image 8, starting the game設定 な し だ と ~ 編 い " で 始ま り ま す ) か エリ アセ レク ト か を 選Our translationwith no setting, it starts on 'weak' (弱い)) or area selectGuevara (Famicom) instruction manual, SNK · image 7, game outlineプレ イヤ ー は 敵 の 弾 や 敵 に 当たる と 死に 、 1 ミス 、 ストOur translationThe player dies on touching an enemy's shot or an enemy: one miss, (and the) stock (goes down)Revised after a check by a second AI model, 2026-11-06: Quotes the being-hit line.A 1990 Famicom catalog (famicom-rom-cassette-all-catalog-1990, p. 177, read on the page image) says 全9面 (nine stages in all), against the manual's ten areas; neither source explains the difference.
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The Famicom manual lists the power-ups by letter: L, launcher shots; F, a flame thrower; B, a grenade with a bigger blast; S, a three-way shot; and T, a launcher shot that bursts into three normal shots. Each of these five lasts until the player dies. C, the clear bomb, is a stored bomb, one throw per pickup, which flashes the screen and wipes out the enemies on it when it explodes. K (KILL) wipes out the enemy soldiers on screen the moment it is picked up. N adds bonus points, and a 1UP adds a life. Power-ups are hidden under the ground or carried by red soldiers who appear now and then. guerrilla-war-history/famicom-power-ups
image 10, itemsIL | ラン チャー 弾Our translationL: launcher shotGuevara (Famicom) instruction manual, SNK · image 10, itemsFI 火炎 放射Our translationF: flame throwerGuevara (Famicom) instruction manual, SNK · image 11, items, S — the item reads "3WAY" on the page; its text, "ノー マル 銃弾 を 同時 に 3 方 向 に 撃つ 事 が 出来 る", says it fires normal shots in three directions at onceWAYGuevara (Famicom) instruction manual, SNK · image 11, items, C, read on the page image — the page image reads 「手投げ弾の最大パワーアップ1つ取ると1発分、効果は一瞬。投げて爆発すると同時に画面が点滅し画面上の敵を一掃します。」 ("the grenade's greatest power-up; one pickup gives one throw, and the effect is instant: when it is thrown and explodes the screen flashes and the enemies on it are wiped out")CI クリ アボ ムOur translationC: clear bombGuevara (Famicom) instruction manual, SNK · image 12, items向 1UPOur translation1UPGuevara (Famicom) instruction manual, SNK · image 9, POWPOW マ ー ク は 土 裏 の 下 に 隠さ れ て いた り 、 た ま に 出 現すOur translationthe POW mark is hidden under the ground (土の下), or (carried by the red soldier who) appears now and thenGuevara (Famicom) instruction manual, SNK · image 10, items, L — the page images print the same line under L, F, B, S and T, and not under C, K, N or 1UP効果 は プレ イヤ ー が 死ぬ まで 有効 。Our translationThe effect lasts until the player dies.Guevara (Famicom) instruction manual, SNK · image 10, items, B, read on the page image — the item is B, 爆裂手投弾 (bursting grenade), on the page image; the OCR drops its letter and name爆風 の 男 囲 が 広がり 、 破 壊 範 囲 が 大 きく な る 。Our translationThe blast's range (範囲) spreads, and the area destroyed grows.Guevara (Famicom) instruction manual, SNK · image 11, items, T, read on the page image — the item is T, 炸裂弾 (bursting shot), on the page imageラン チャ ー 弾 と 同じ 銃弾 だ が 、 こ ちら は 爆発 と 同時 に ノー マル 銃弾 を 3 方 向Our translationthe same shot as the launcher shot, but this one, as it explodes, (scatters) normal shots in three directionsGuevara (Famicom) instruction manual, SNK · image 12, items, K, read on the page image — the item is K, KILL, on the page image; the OCR drops its letter and name効果 は 一 瞬 。 取 る と 同時 に 画面 上 の 敵 兵 を 一 掃 し ます 。Our translationThe effect is instant: taking it wipes out the enemy soldiers on screen.Guevara (Famicom) instruction manual, SNK · image 12, items, N取る と ボー ナス 点 が スコ ア に 加算 され ます 。Our translationTaking it adds bonus points to the score.Checked by a second AI model, 2026-11-06.The OCR garbles the item letters and drops the B and K items' letters and names; the letters and names were read on the page images (10-12).
Cited by: Guerrilla War
Famicom Hisshoubon's November 1988 preview, written by S-MAN, called Guevara a "Rambo-like" combat action game in the genre SNK does best, with SNK's usual two-player simultaneous play. It noted that the demo screen gives the hero's full name as Che Guevara. The writer said Guevara wasn't an Ikari (怒) game but the same type of combat shooter, and found it far more fun than Ikari. guerrilla-war-history/famicom-hisshoubon
p. 44 (image 46), Guevara featureいく 、「 ラ ン ボ ー ー 的 」 戦闘 アク ショ ン ゲOur translation(charge into an army), a 'Rambo-like' combat action gameFamicom Hisshoubon no. 058, 4 November 1988 · p. 44 (image 46), Guevara featureー ム 。 S N K が 最も 得意 と する ジャ ンOur translationSNK's best genreFamicom Hisshoubon no. 058, 4 November 1988 · p. 44 (image 46), Guevara featureつも な が ら の 2 人 同 時 ブレ イ 。Our translationtwo players at once, as alwaysFamicom Hisshoubon no. 058, 4 November 1988 · p. 44 (image 46), Guevara feature, demo-screen captionゲバ ラ の フル ネー ム は 、「 チ ェ ・ ゲ バラ 」Our translationGuevara's full name is 'Che Guevara'Famicom Hisshoubon no. 058, 4 November 1988 · p. 44 (image 46), Guevara feature, standfirst, read on the page image — the OCR reads 門 for 怒; the page image reads 「「怒」シリーズってワケじゃないけど」 ("it isn't an Ikari series game, but") before itむ し ろ 「 門 」 よ り も ズ ェ ー ン ズ ェ ン お も しOur translationrather, far (ずぇーんずぇん) more fun (面白い) than Ikari (怒)Famicom Hisshoubon no. 058, 4 November 1988 · p. 44 (image 46), Guevara feature, byline, read on the page image — the page image reads 「文/S-MAN」 ("text: S-MAN") under the standfirst; its furigana is too small to readS-MANOur translation(文/)S-MANChecked by a second AI model, 2026-11-06.The feature is a preview, published before the planned release date. The byline and the 「怒」 reading were checked on the page image.
Cited by: Guerrilla War
Guerrilla War came out for the NES in North America in 1989, with SNK as licensee. Nintendo of America's list of licensed NES games gives June 1989; Electronic Gaming Monthly's second issue, mid-1989, gave its release as 05/31. guerrilla-war-history/nes-release
PDF p. 6 — the row reads SNK, June 1989; the list spells the title with one rGuerilla WarElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review CrewType: Shooter Release: 05/31Checked by a second AI model, 2026-11-06.EGM's Top Secret map pages print "NINTENDO - SNK Corp. - 06/31/89", a date that doesn't exist. Nintendo's list is a later compilation.
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North American magazines described the NES game without names or a country. EGM had you lead a revolution against an evil dictator deep in the jungle, alone or with a partner, rescuing P.O.W.s and taking allied tanks. Nintendo Power described a struggling revolution against a cruel dictator, through jungle and city to the king's palace-fortress. Computer Entertainer set it in a small island country under a cruel dictator. guerrilla-war-history/nes-story
p. 10 (image 10), Review Crew, Guerrilla War summaryDeep in the jungles you lead a revolutionElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War summaryagainst an evil dictator.Nintendo Power, issue 7 (July-August 1989) · p. 78 (image 119), Video Shortson a struggling revolution to turn the tide against a cruelNintendo Power, issue 7 (July-August 1989) · p. 78 (image 119), Video Shortsmake your way to the king's palace/fortress for a final con-Computer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewsmall island country is suffering under the domination of a cruelChecked by a second AI model, 2026-11-06.EGM's map pages call the enemy "the Commie government". No North American NES manual has been read, so what the cartridge itself says about its setting is open.
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EGM counted nine levels in the NES game and gave a code for choosing among them: hold A and B on the title screen, then press Start. Computer Entertainer counted ten stages, among them a jungle, the city, a river and a coal mine. All but the last, the dictator's palace, can be chosen at the start. Both mention simultaneous two-player play and a continue feature. guerrilla-war-history/nes-structure
p. 10 (image 10), Review Crew, Guerrilla War headingLevels of Play: 9Electronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · pp. 58-59 (images 60-61), Top Secret map, Level Selectnine levels of action, press bothElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · pp. 58-59 (images 60-61), Top Secret map, Level Selectthem during the title screen, andComputer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewstages of play, with settings including a jungle, the city, a river, a coalComputer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewselectable at the start of the gameComputer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War review(Solo or 2-player cooperative; Pause;Checked by a second AI model, 2026-11-06.The two counts differ, nine and ten; the Famicom manual counts ten areas, the last not selectable. Whether EGM's nine are the selectable areas is not stated.
Cited by: Guerrilla War
Electronic Gaming Monthly's Review Crew of four reviewed the NES game in its second issue, mid-1989. Three of the four comments compare it with SNK's Ikari games, and Steve's and Donn's with Iron Tank. Steve finds the action fast-paced and the graphics and sound exceptional, but the built-in continue takes away much of the challenge. Ed calls it little more than a complex Ikari 2, but the best shooter in months. Donn finds it "a little easier" than the arcade game, and "not quite the game that Iron Tank was", with an unlimited continue that ruins the long-term challenge. Jim calls it the best of SNK's Ikari-type games so far, with some flicker. guerrilla-war-history/egm-review
p. 10 (image 10), Review Crew, Guerrilla War commentsGuerrilla War follows in the footsteps of IkariElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsmuch of the challengeElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentstle more than a complex version of Ikari 2.Electronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsfeature make this the best shooter InElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsThis version of Guerrilla War is a little easierElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentscontinue feature ruins most of the long-termElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsI’d categorize Guerrilla War as the best outElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsThere is some flicker when aElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) · p. 10 (image 10), Review Crew, Guerrilla War commentsgame that Iron Tank was.Our translation(although it's not quite the) game that Iron Tank was.Revised after a check by a second AI model, 2026-11-06: Three comments compare it with Ikari, and Steve's and Donn's with Iron Tank; Donn's Iron Tank line quoted.The comments' order and reviewers (Steve, Ed, Donn, Jim, the labels down the left of the page) were read on the p. 10 page image. The page prints first names only; the issue's masthead (p. 6) lists staff named Steve Harris, Ed Semrad, Donn Nauert and Jim Allee.
Cited by: Guerrilla War
Electronic Gaming Monthly's Review Crew gave the NES game 7, 7, 6 and 7 out of 10 (Steve, Ed, Donn and Jim). guerrilla-war-history/egm-score
Value: review Electronic Gaming Monthly · of 10 · reviewers 7, 7, 6, 7
MagazineElectronic Gaming Monthly, vol. 1, no. 2 (display until August 31, 1989) ·p. 10 (image 10), Review Crew, Guerrilla War column, read on the page image — the scores are large faint pink digits behind each comment, which the text layer drops; Steve, Ed and Jim's are clearly 7, and Donn's, read on a faint print, is a ghosted 6 partly under the textType: Shooter Release: 05/31Checked by a second AI model, 2026-11-06.Donn's 6 was read on a faint print of the page; the other three scores are clear.
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Nintendo Power's Video Shorts in July-August 1989 described the NES game's simultaneous two-player mode and continue feature. It had the player build an arsenal with items such as bombs, lasers and flame throwers, and take over an empty tank by getting close and pressing A. Its Power Meter, bars on a scale of 5 with no numbers printed, stands at about 3.5 for graphics and sound, about 4 for play control, and about 3 for challenge and for theme and fun. guerrilla-war-history/np-video-shorts
p. 78 (image 119), Video Shorts — the line before reads "Play in simultaneous two-player modefanditisesthe."terrific continue featurestor an easierNintendo Power, issue 7 (July-August 1989) · p. 78 (image 119), Video Shorts — the print reads "items like bombs, lasers, and flame / throwers"build your arsenal with items likesbombs-lasers#and"flameNintendo Power, issue 7 (July-August 1989) · p. 78 (image 119), Video Shorts, caption — the caption goes on, interleaved with the next column in the OCR, "IN.\" Get close and press A to take control."An, empty tank will sayNintendo Power, issue 7 (July-August 1989) · p. 78 (image 119), Video Shorts, Power Meter, read on the page image — the Power Meter's four bars carry no numerals and the OCR has none of it; the readings were taken against the gridlines, so they are approximate. The Player Meter beside it is blankdictator. Starting with your machine gun, overpower hisChecked by a second AI model, 2026-11-06.The Power Meter is given as approximate bar readings, not a value: the magazine prints no numbers. The column ends with the trademark line "TM SNK Corporation of America".
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Computer Entertainer reviewed the NES game in July 1989 as SNK's newest, "quite similar" to Ikari Warriors but faster, with nicely detailed graphics and furious shooting action. It added that the military-action theme was thoroughly overworked. guerrilla-war-history/ce-nes-review
p. 12, Guerrilla War reviewThe action scrolls vertically and is quite similar to “Ikari Warriors,”Computer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewalthough GUERRILLA WAR is faster.Computer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewGUERRILLA WAR is a good game with nicely detailed graphics andComputer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewmilitary-action theme is one that is now thoroughly overworked.Checked by a second AI model, 2026-11-06.Cited by: Guerrilla War
Computer Entertainer rated the NES version three and a half stars of four for graphics and three for game play. guerrilla-war-history/ce-nes-score
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3.5,
"game play": 3
}
}p. 12, Guerrilla War review, heading — the OCR garbles the stars; the issue's index in data/contents (computer-entertainer-1989-07), read on the page images of the same issue's other scan, gives ★★★½ / ★★★GUERRILLA WARComputer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War reviewis the newest SNK offering forChecked by a second AI model, 2026-11-06.Cited by: Guerrilla War
In North America, Data East published the Commodore 64 version. Computer Entertainer reviewed it in April 1989 at $29.95, with MS-DOS and Atari ST versions ($39.95) and an Amiga version ($44.95) coming soon. It described four intermediate objectives before the dictator's palace: from the beach through the jungle to a farm, then a town, a coal mine and the Capitol. It found the game "fairly standard" military action, good for fans of the style but "just a little too similar" to the Ikari Warriors games. guerrilla-war-history/c64-us
p. 2, Commodore 64/128 Software, read on the page image — the OCR garbles the star ratings; the page image reads "GUERRILLA WAR (★★★/★★★)"GUERRILLA WAR (xx%*/xXxx) from Data East_is based on theComputer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 Softwarevery popular SNK coin-op featuring military action and acooperativeComputer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 SoftwareFirst, you hit the beach and make yourComputer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 Softwareenemy forces in the heavily fortified town, move on to the coal mine,Computer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 SoftwareGUERRILLA WAR offers fairly standard military-styleComputer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 SoftwareHowever, we found it just a little too similar to the “Ikari Warriors”Computer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 Softwareand Atari ST ($39.95) and for Amiga ($44.95)Computer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 SoftwareMSR $29.95Computer Entertainer, vol. 8, no. 4 (July 1989) · p. 12, Guerrilla War review — the line before ends "Also available from Data"East for C64/128 ($29.95) and planned for Atari ST, MS-DOSComputer Entertainer, vol. 8, no. 1 (April 1989) · p. 2, Commodore 64/128 SoftwareThe action has four intermediate objectives before you reachRevised after a check by a second AI model, 2026-11-06: "five areas" now the review's "four intermediate objectives" before the palace; Capitol as printed.The review says the action has "four intermediate objectives before you reach the dictator's palace stronghold" and then names the beach and jungle, the farm, the town, the coal mine and the Capitol, as printed. No source read says who programmed the Data East versions or whether the MS-DOS, Atari ST and Amiga versions came out.
Cited by: Guerrilla War
Computer Entertainer rated the Commodore 64 version three stars of four for graphics and three for game play. guerrilla-war-history/c64-ce-score
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3,
"game play": 3
}
}p. 2, Commodore 64/128 Software, read on the page image — the page's key: the first set of stars is the quality of graphics, the second of game play and entertainment value; four is excellent. No half star is printed, though the slash touches the third star in the scanGUERRILLA WAR (xx%*/xXxx) from Data East_is based on theOur translationGUERRILLA WAR (★★★/★★★) from Data East is based on theChecked by a second AI model, 2026-11-06.Cited by: Guerrilla War
In Britain Imagine advertised the home-computer versions in January 1989, calling the game "the coin-op smash hit" from the SNK stable. The advertisement in Crash gives £8.95 for the Spectrum and £9.95 for the Amstrad and Commodore versions. The same advertisement in The One adds the Atari ST at 19.95 and the Amiga at 24.95. Both carry Imagine's logo and its Manchester address, with a telex line reading OCEANS G. guerrilla-war-history/uk-computer-release
p. 69 (image 70), advertisement, read on the page imagehome micro. This mulii-level. vt scroilinc .irc3d4Our translationhome micro. This multi-level, vertically scrolling arcadeCrash, issue 60 (January 1989) · p. 69 (image 70), advertisement, read on the page image — the page image reads "AMSTRAD £9.95 COMMODORE" and "SPECTRUM £8.95 SPECTRUM"COMMODOREThe One for 16-bit Games, issue 4 (January 1989) · p. 17 (image 17), advertisementProm the SNK stable, the coin-op smash hit now for yourOur translationFrom the SNK stable, the coin-op smash hit now for yourThe One for 16-bit Games, issue 4 (January 1989) · p. 17 (image 17), advertisement, read on the page image — the page image has four panels, "SPECTRUM 8.95 SPECTRUM", "AMSTRAD 9.95 COMMODORE", "ATARI ST 19.95 ATARI ST" and "AMIGA 24.95 AMIGA", with no pound sign printedGuerrilla War is the means!The One for 16-bit Games, issue 4 (January 1989) · p. 17 (image 17), advertisement, read on the page image — the footer reads "IMAGINE SOFTWARE · 6 CENTRAL STREET · MANCHESTER M2 5NS" above this line, with the Imagine logo; the Crash advertisement has the sameTELEX: 667799 OCEANS GCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War reviewto t>e produced by Imagine} thisOur translation(also) to be produced by Imagine) thisChecked by a second AI model, 2026-11-06.The label, formats and prices were read on both page images; the OCR garbles the Crash advertisement's. The advertisements mark no cassette or disk; Crash's review box gives £7.95 for the Spectrum cassette. No source read gives the release day or names who programmed the versions other than the Spectrum's.
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Crash reviewed the ZX Spectrum version in January 1989, calling it SNK's third game in the Ikari Warriors line after Victory Road. Its box names Imagine as producer and Sentient as author, at £7.95 on cassette and £14.95 on disk. A mercenary, with a friend in two-player mode, tries to free a tropical island from an evil tyrant over five levels, each ending with a special baddie. The hero carries 50 grenades and endless bullets, can commandeer tanks, and scores 1,000 points for each hostage walked over and loses 500 for shooting one. The options are one or two players, with rotate or normal controls. Mark's main review called it "distinctly average". Phil liked the explosions and 128K music but found the graphics poor and the collision detection dubious, though the game still "fairly playable". Nick found its monochrome play area silly and its toughness infuriating, and told readers to avoid it. guerrilla-war-history/spectrum-crash-review
p. 30 (image 31), Guerrilla War reviewLicensed from the ShinCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War review — the OCR goes on "tka/i tVamore trilogy. After the futuristic combat of the still unconverted Wctofy Road"IS ihe third m theOur translation(this) is the third in the (Ikari Warriors) trilogyCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War reviewoppressed by an evit tyrantOur translationoppressed by an evil tyrantCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War reviewwith 50 grenades in their bad(Our translationwith 50 grenades in their back (pocket)Crash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War reviewloses you 500 points, whileCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War reviewAt the end of each of tbtfivaOur translationAt the end of each of the five (levels there's a special baddie)Crash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review — the phrase reads "this is a distinctly average release"; it closes the main review, signed "MARK 58%" on the page imageaverage releaseCrash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, Nick's commentand the tovfihnesa is infuriatlngi. Avoid.Our translationand the toughness is infuriating. Avoid.Crash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, The EssentialsRotate or nofmal controlsOur translationRotate or normal controlsCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War review, info box, read on the page image — the box reads "Producer Imagine / Price of bananas £7.95 cass / £14.95 disk / Author Sentient"; the OCR garbles all but this line's startPrice of tet^anas E?J»ca»Our translationPrice of bananas £7.95 cassCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War review, info box, read on the page image[pi^H^ San*»e^Our translationAuthor SentientCrash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, Phil's comment, read on the page image — the comment is signed PHIL on the page imageThia Is sttll a falHy playabiaOur translationThis is still a fairly playable (game)Checked by a second AI model, 2026-11-06.The reviewers' names and the info box were read on the page images; the OCR garbles them. Crash's info box gives £7.95 for the Spectrum cassette, where the Imagine advertisement in the same issue gives £8.95.
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Crash gave the Spectrum version 54% overall, with 55% for presentation, 53% for graphics, 62% for sound, 54% for playability and 52% for addictive qualities. guerrilla-war-history/spectrum-crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"overall": 54,
"presentation": 55,
"graphics": 53,
"sound": 62,
"playability": 54,
"addictive qualities": 52
}
}p. 31 (image 32), Guerrilla War review, ratings boxOVERALL 54%Crash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, ratings boxAddictive quattties 52%Crash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, Nick's commentNICK 42%Checked by a second AI model, 2026-11-06.The ratings box's other lines are split from their numbers in the OCR (Presentation, 55%; Graphics, 53%; Sound, 62%; Ptayabiifty, 54%). The issue's contents index gives Overall 54% for the review.
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Crash's three reviewers of the Spectrum version gave it 58% (Mark), 63% (Phil) and 42% (Nick). guerrilla-war-history/spectrum-crash-marks
Value: review Crash · of 100 · reviewers 58, 63, 42
MagazineCrash, issue 60 (January 1989) ·p. 31 (image 32), Guerrilla War review, Mark's review, read on the page imageMARK oa%Our translationMARK 58%Crash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, Phil's comment, read on the page image — the comment's mark, 63%, is on the page image; the OCR doesn't have itThia Is sttll a falHy playabiaCrash, issue 60 (January 1989) · p. 31 (image 32), Guerrilla War review, Nick's commentNICK 42%Checked by a second AI model, 2026-11-06.The Exploding Fist+ review on the facing page also has Nick at 42% and 54% overall; the two are separate reviews.
Cited by: Guerrilla War