Claim set · data/claims/victory-road-history.yaml

Victory Road (history and reception)

Game: Victory Road.

SNK's arcade game came out in Japan as 怒号層圏 (Dogō Sōken) in October 1986, according to Akagi Masumi's arcade game list, which gives Victory Road as its English title. Famicom Tsushin's issue of 12 December 1986 offered a jumbo poster of the game, supplied by SNK, to 20 readers who sent in their impressions of playing it by 5 December; its furigana give the title's reading as どごうそうけん. victory-road-history/arcade-japan-release

Book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 row follows "86/02 怒(いかり) (Ikari Warriors)"86/10 怒号層圏 (Victory RoadOur translation86/10 (October 1986) Dogō Sōken (Victory Road)Famicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway; read on the page image — the OCR reads 府閤 for 層圏 and ジャンポ for ジャンボ; the page image reads 『怒号層圏』のジャンボポスター怒号府閤』のジャンポポスターOur translation(a) Dogō Sōken jumbo posterFamicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway; read on the page image怒号層圏』を プレイした感Our translation(your) impressions (感想) of playing Dogō SōkenFamicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway; read on the page image — the OCR garbles the countジャンボポスターを20名様にプレゼントしよーじゃないかOur translationlet's give (a) jumbo poster to 20 peopleFamicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway; read on the page image締め切りは12月5日必着Our translationthe deadline is 5 December, must arrive (by then)Famicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway; read on the page image — the furigana over each of the item's three 怒号層圏; the OCR gives どごうぞうどごうそうけんOur translationDogōsōkenFamicom Tsushin, no. 13 (12 December 1986) · p. 58 (image 60), Information, poster giveaway, caption; read on the page image(提供SNK)Our translation(courtesy of SNK)Checked by a second AI model, 2026-11-06.

The list is a 2005 reference book, edited by Akagi Masumi, that gives month and year only; no flyer or dated trade listing for the Japanese release has been read. The Famicom Tsushin item doesn't date the release; its count, deadline, and furigana were read on the page image, as the OCR garbles them.

Cited by: Victory Road

In North America the game was sold as Victory Road by Tradewest. Akagi Masumi's list dates it to February 1987 under the name "Victory Roads", in SNK's overseas section "via Trade West" and in Trade West's section as an SNK game. Play Meter's April 1987 issue listed Victory Road under Tradewest among dedicated video games in its spring buyer's guide, and reported that Tradewest had had "a tremendous hit" with Ikari Warriors and similar success with its latest game, Victory Road. victory-road-history/arcade-us-release

BookアーケードTVゲームリスト 国内・海外編 (1971-2005) · 海外編 (overseas), SNK section87/02 Victory Roads (via Trade West)アーケードTVゲームリスト 国内・海外編 (1971-2005) · 海外編 (overseas), Trade West section87/02 Victory Roads [SNK]Play Meter, vol. 13 no. 4 (April 1987) · p. 98 (image 98), Spring Buyer's Guide, dedicated videos — the line follows "Tradewest" in the guide's list of manufacturers and gamesVictory RoadPlay Meter, vol. 13 no. 4 (April 1987) · p. 38 (image 38), news, Tradewest buys Cinematronicsa tremendous hit with /kar' WarriorsOur translation(The company had) a tremendous hit with Ikari WarriorsPlay Meter, vol. 13 no. 4 (April 1987) · p. 38 (image 38), news, Tradewest buys Cinematronicsand similar success with its latestPlay Meter, vol. 13 no. 4 (April 1987) · p. 38 (image 38), news, Tradewest buys Cinematronicsgame, Victory Road.Checked by a second AI model, 2026-11-06.

The list's "Victory Roads" is unexplained; Play Meter calls the game Victory Road. Neither source names the date the cabinets shipped.

Cited by: Victory Road

Zzap!64's April 1987 arcade pages described Victory Road as SNK's follow-up to Ikari Warriors, played with the same "joystick-cum-paddle" controller, and as Ikari Warriors in space, in which thunder and earthquakes can be harnessed against the enemy. The writer called it great for those who liked Ikari Warriors and boring for those who didn't: "little more than a change of graphics" and of scenery. victory-road-history/arcade-zzap-report

MagazineZzap!64, issue 24 (April 1987) · p. 53 (image 53), arcade pages, Victory RoadThe follow-up to Ikan WarriorsOur translationThe follow-up to Ikari WarriorsZzap!64, issue 24 (April 1987) · p. 53 (image 53), arcade pages, Victory Road — the next line reads "paddle controller."featuring the same joystick-cum-Zzap!64, issue 24 (April 1987) · p. 53 (image 53), arcade pages, Victory RoadWarriors In Space In which Thun-Our translation(Ikari) Warriors in Space, in which Thun(der and earthquakes can be harnessed)Zzap!64, issue 24 (April 1987) · p. 53 (image 53), arcade pages, Victory Road — the next lines read "than a change of graphics sup- ported by a change of scenario and scenery."boring if you didn't - little moreChecked by a second AI model, 2026-11-06.

The item is unsigned in the OCR.

Cited by: Victory Road

The Famicom version came out in Japan on 16 April 1988 from K Amusement Leasing (ケイ・アミューズメントリース), according to a retrospective Famicom catalog, which lists it as number 336, 『怒 II DOGOSOKEN』 (Ikari II: Dogōsōken). victory-road-history/famicom-release

Book懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 125, ファミコンソフト完全目録, 1988, no. 336; read on the page image3361988/04/16Our translation336, 1988/04/16懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 125, ファミコンソフト完全目録, 1988, no. 336; read on the page image — the OCR reads 0 for O, J for the closing 』, and ヌ for ス; the start of the title, which the OCR gives as 明", reads 『怒 II on a 600-ppi render of the page imageD0G0S0KENJケイ.アミューズメントリーヌOur translationDOGOSOKEN』, K Amusement Leasing (ケイ・アミューズメントリース)懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 125, ファミコンソフト完全目録, 1988, no. 336; read on the page image — the II is two upright strokes, read as the Roman numeral『怒 II DOGOSOKEN』Our translationIkari II: DogōsōkenChecked by a second AI model, 2026-11-06.

The catalog is an unsigned retrospective mook that names no source for its dates. The scan is low-resolution: 怒 and the numeral are clear on the render, but whether the numeral is printed as Ⅱ or as two bars is a reading.

Cited by: Victory Road

SNK released the NES version in North America as Ikari Warriors II: Victory Road in April 1988, according to Nintendo of America's list of licensed NES games. Computer Entertainer's June 1988 report on the summer Consumer Electronics Show called it "recently released". victory-road-history/nes-release

PublisherNES Games (Nintendo of America release list) · PDF p. 6 — the row reads SNK, April 1988Ikari Warriors II: Victory RoadComputer Entertainer, vol. 7, no. 3 (June 1988) · p. 12 (image 12), CES report, SNK Corporation of America; read on the page image — the next line reads "TORY ROAD, SNK had several upcoming games in their booth,"In addition to the recently released IKARI WARRIORS II: VIC-Checked by a second AI model, 2026-11-06.

Cited by: Victory Road

Chris Scullion's NES Encyclopedia (2019) gives the NES version's year as 1988, its publisher as SNK, and its developer as Micronics. victory-road-history/nes-developer

BookThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entryDeveloper MicronicsThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entryPublisher SNKThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entry — the entry's first line, above "Publisher SNK"Year 1988Revised after a check by a second AI model, 2026-11-06: Quotes Scullion's "Year 1988".

A 2019 secondary source that cites nothing for its credits; no period source naming the NES developer has been read. The same book credits Micronics with the NES Ikari Warriors.

Cited by: Victory Road

In the NES version's story as Nintendo's 1987 player's guide, Computer Entertainer's preview, and Nintendo Power's first issue give it, Paul and Vince, the two commandos of Ikari Warriors, are flying home in a plane the general gave them when a time warp over the ocean throws them far into the future (thousands of years, says Computer Entertainer; a thousand, says Nintendo Power), where Zang Zip, "the WarDog", has enslaved the people of Earth. The settings and enemies are alien, far from the first game's jungles. victory-road-history/nes-premise

PublisherThe Official Nintendo Player's Guide (1987) · p. 159, Victory Road — the entry goes on "Zip, the WarDog has enslaved the people of Earth. Only you can save us from his evil!"“Hear me warriors! ZangThe Official Nintendo Player's Guide (1987) · p. 159, Victory RoadVince are Ikari Warriors—Our translation(Paul and) Vince are Ikari WarriorsComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadhead home in the special plane given to them by the General. Something veryComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadstrange happens in flight over the ocean, catching the plane in atime warp andComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roaddropping the two men back to Earth thousands of years into the future. The evilComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory RoadZang Zip has enslaved the people of Earth, and Paul and Vince must fight againComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadfirst game, and the enemies are hordes of strange aliens, but theNintendo Power, issue 1 (July-August 1988) · p. 84 (image 87), Video Shorts, Ikari Warriors II: Victory Road; read on the page imageZang Zip, the War Dog, has enslaved Mother Earth. Only you can save us from his grip of evil.Nintendo Power, issue 1 (July-August 1988) · p. 84 (image 87), Video Shorts, Ikari Warriors II: Victory Road; read on the page imagesent spinning a thousand years into the future where they must test their mettle in a new challenge against Zang Zip and his minions.Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory RoadThe settings are far removed from the jungles of theRevised after a check by a second AI model, 2026-11-06: Quotes Computer Entertainer's jungles line.

The NES manual has not been read. The guide prints the name as "WarDog", Nintendo Power as "the War Dog", and Scullion's encyclopedia as "the War Dog". The Nintendo Power item, in its July/August 1988 issue, has no text layer in the pinned scan and was read on the page image.

Cited by: Victory Road

Electronic Game Player's review of the NES version describes the same overhead shooting as Ikari Warriors, with weapons and bonus items hidden under objects and some enemies. A subscreen called up with Select lets the player choose among the weapons found; the power-ups include wings, armor, and thunder, which destroys all the enemies on the screen. Each stage has a Barshop, not in the arcade game, where the player can buy equipment from a soldier of fortune or fight one of three bounty hunters for more Heart Marks. Scullion's encyclopedia adds that body armour replaces the first game's tanks and that money buys weapon upgrades. victory-road-history/nes-play

MagazineElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imageRoad has a special subscreenElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imagewith the select button. This isElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imageWarriors everything is hidden underElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imageguys! Wings, armor, and thunder (toElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page image — the next line reads "game is the Barshop. Each stage"theme that wasn’t even in the arcadeElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page image — the next line reads "resident Soldier of Fortune."items you can buy them here from theElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imagetake on one of the three bounty huntersThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entry — the sentence begins "Gone are the tanks"replaced by body armour.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entry — the next line reads "upgrade your weapons."You can also now collect money toChecked by a second AI model, 2026-11-06.

The review's account only; no manual or code has been read. Both sources describe the NES version, not the arcade game.

Cited by: Victory Road

The NES version gives one life, but pressing A, B, B, A before the Game Over screen continues the game, as many times as the player likes. Electronic Game Player gave the code in its review, Nintendo Power's November 1988 issue reported that the first game's continue code works in the sequel, and Scullion's encyclopedia notes the single life. victory-road-history/nes-continue

MagazineElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imageing A, B, B, A, after you lose your life)Electronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imagether, but this can be used as often as youOur translation(fur)ther, but this can be used as often as you (like)Nintendo Power, issue 3 (1988-11) · p. 54 (PDF p. 55), Classified Information — the next line reads "Warriors II: Victory Road as well."code in the original Ikari Warriors can be used in IkariThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · Ikari Warriors II: Victory Road entryYou only get one lifeChecked by a second AI model, 2026-11-06.

Scullion's sentence on the code is garbled in the OCR after "but"; it resumes "pressing A, B, B, A before the Game Over screen appears to continue where you left off". No manual or code has been read.

Cited by: Victory Road

Computer Entertainer's sneak preview of the NES version in January 1988 expected it to be "every bit as big a hit" as Ikari Warriors, with equally good graphics and gameplay, and rated it four stars of four for graphics and four for game play. It described machine pistols and grenades seen from overhead, called the action "fast and very challenging" for one player or two cooperating, and marked it Recommended at a suggested retail price of $42.95. victory-road-history/nes-ce-preview

Value
{
 "review": "Computer Entertainer",
 "of": 4,
 "scores": {
  "graphics": 4,
  "game play": 4
 }
}
MagazineComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Road — the next line reads "ahitas its predecessor, because it features equally good graphics and gameplay"ica). We expect that VICTORY ROAD will be every bit as bigComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadthrough to the end in order to save their planet. Machine pistols burst, grenadesComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadexplode, and the overhead perspective of the action is a three-dimensionalComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Roadtreat. The action is fast and very challenging, whether you play alone as PaulComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory RoadRecommended. (MSR $42.95)Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 10, CES report, SNK Corporation of AmericaThe newest from this company is IKARI WARRIORS II: VICTORY ROADComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 11, Sneak Preview, Ikari Warriors II: Victory Road; read on the page image — the scout read the stars as ★★★★/★★★★ on the page imageIKARI WARRIORS II: VICTORY ROAD (&x&xx/&XxXx) is, of course,Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 2, The Rating System — the OCR reads "lst" for 1st; the line goes on "graphics; 2nd set=quality of game play and entertainment value)"lst set of stars=quality ofComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 2, The Rating Systemgraphics; 2nd set=quality of game play and entertainment value)Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 2, The Rating System4 STARS = EXCELLENTChecked by a second AI model, 2026-11-06.

The preview carries no byline. Its stars were read on the page image; the issue's own rating key (p. 2) gives the first set to graphics and the second to game play and entertainment value.

Cited by: Victory Road

Electronic Game Player's May/June 1988 review of the NES version found it "every bit as good as Ikari Warriors; maybe even better" and gave it a thumbs up. Its complaints were the difficulty; the continue feature, which lets average players get further but can be used without limit, where a limited number would have been "a perfect compromise"; and the voice. The review is unsigned on the page; the issue's contents page credits Ed Semrad with it, while the reviews around it are signed "- SR". victory-road-history/nes-egp-review

MagazineElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 4 (image 4), contents, The Home Front — the next line reads "reviews of Victory Road and Zaxxon 3-D"ment System and the Sega Master System. Be sure to check out Ed Semrad'sElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 47 (image 47), The Home Front, Ikari Warriors II: Victory Road; read on the page image — the next lines read "Ikari Warriors; maybe even better. Thumbs up!"II: Victory Road is every bit as good asElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page image — the sentence goes on "Road is the game's difficulty."About the only problem with VictoryElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road; read on the page imageture could have also been a bit better.Our translation(The voice fea)ture could have also been a bit better.Electronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Freedom Force and Zanac reviews; read on the page image — the Freedom Force and Zanac reviews on p. 46 and the Goonies II review on p. 47 end so; the Victory Road review ends "Thumbs up!" with no initials-SRElectronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Roadto allow average players to advance fur-Our translationto allow average players to advance fur(ther, but this can be used as often as you like)Electronic Game Player, vol. 1 no. 2 (May/June 1988) · p. 46 (image 46), The Home Front, Ikari Warriors II: Victory Road — the sentence goes on "like we're beginning to see in some of the new Sega games, would have been a perfect compromise."like. A limited number of continues,Revised after a check by a second AI model, 2026-11-06: "only partly offset" now the review's complaint that the continue can be used without limit, quoted.

Read on the page images (pp. 46-47): the Victory Road review carries no byline or initials, and neither does the Zaxxon 3-D review on p. 47. The contents page's credit to Ed Semrad is the only attribution; who signs "SR" hasn't been read.

Cited by: Victory Road

Computer Entertainer's Top 15 Videogames in June 1988 listed Ikari Warriors II (SNK/NES) seventh. victory-road-history/nes-ce-chart

MagazineComputer Entertainer, vol. 7, no. 3 (June 1988) · p. 1 (image 1), Top 15 Videogames; read on the page image — the OCR garbles the rank numbers; the page image reads "7. Ikari Warriors II (SNK/NES)", after Punch-Out, Legend of Zelda, R.C. ProAm, Contra, Top Gun and T&C Surf Designs, and before RamboIkari Warriors II] (SNK/NES)Computer Entertainer, vol. 7, no. 3 (June 1988) · p. 1 (image 1), Top 15 Videogames; read on the page image7. Ikari Warriors II (SNK/NES)Checked by a second AI model, 2026-11-06.

Cited by: Victory Road

Nintendo Power's November/December 1988 issue ranked Ikari Warriors II/Victory Road 28th, with 427 points, in the first of the three Top 30 columns in its Player's Forum, whose header is unreadable on the scan. Ikari Warriors was 29th in the same column, with 417. victory-road-history/nes-np-top-30

MagazineNintendo Power, issue 3 (1988-11) · p. 104 (PDF p. 105), Player's Forum, Top 30, first column — the OCR reads ll for II and prints the column's points as a separate list28 IKARI WARRIORS ll/VICTORY ROADOur translation28 Ikari Warriors II/Victory RoadNintendo Power, issue 3 (1988-11) · p. 104 (PDF p. 105), Player's Forum, Top 30, first column; read on the page image28 IKARI WARRIORS II/VICTORY ROAD 427Nintendo Power, issue 3 (1988-11) · p. 104 (PDF p. 105), Player's Forum, Top 30, first column; read on the page image29 IKARI WARRIORS 417Checked by a second AI model, 2026-11-06.

The first column's header is washed out in the scan; the other two columns are headed Pros' Picks and Dealers' Picks and don't list the game. The page doesn't say here how the points are counted.

Cited by: Victory Road

Home computer versions were announced in 1987. At the September 1987 PCW Show, the Imagine section of Ocean's stand was promoting conversions of Gryzor, Rastan, and Victory Road, Zzap!64 reported, and in November 1987 Sinclair User wrote that Catalyst, the firm that converted Super Sprint for Electric Dreams, was "currently working on" Victory Road for Ocean. victory-road-history/computer-announced

MagazineZzap!64, issue 32 (December 1987) · p. 54 (image 54), PCW Show report, "Showtime Again"The tenth Paraonoi CompotwOur translationThe tenth Personal Computer (World Show)Zzap!64, issue 32 (December 1987) · p. 53 (image 53), news, a competition held during the showPCW un Scpitmhcr 27th. iheOur translation(held during the) PCW on September 27th. TheZzap!64, issue 32 (December 1987) · p. 55 (image 55), PCW Show report, Ocean — the lines before read "The stand's Imagine section was busily promoting arcade"; the next line begins "Victory Road"conversions of G/yjror, Rasfar? andOur translationconversions of Gryzor, Rastan andZzap!64, issue 32 (December 1987) · p. 55 (image 55), PCW Show report, OceanVictory Road, as well as ongumlOur translationVictory Road, as well as original (releases)Sinclair User, issue 68 (November 1987) · p. 46 (image 46), Super Sprint review, Programmers box; read on the page image — the OCR garbles the firm's name ("CATAIVS7") and the line's start; the box was read on the page imageDf**m, Victory Road for Oiean andOur translation(Electric) Dreams, Victory Road for Ocean andSinclair User, issue 68 (November 1987) · p. 46 (image 46), Super Sprint review, Programmers box; read on the page imageCATALYST converted Supersprint from coin-op to computer for Electric Dreams.Sinclair User, issue 68 (November 1987) · p. 46 (image 46), Super Sprint review, Programmers box; read on the page imageThe firm currently working on big-name titles like Rampage for Electric Dreams, Victory Road for Ocean and Flying Shark for Firebird.Checked by a second AI model, 2026-11-06.

The same box names Tony Mack as the programmer of Catalyst's Spectrum Super Sprint; it doesn't say who worked on Victory Road, or for which machines.

Cited by: Victory Road

The ZX Spectrum version had not appeared by January 1989. Your Sinclair's December 1988 subscription offer listed Victory Road, "A classic coin-op hit from SNK", worth £7.95 or £14.95 on disk, among "brand new games" whose despatch it couldn't yet date, and in January 1989 Crash called it "still unconverted" and due from Imagine. victory-road-history/spectrum-release

MagazineYour Sinclair, issue 36 (December 1988) · image 101, subscription offerA classic coin-op hit from SNK. TheYour Sinclair, issue 36 (December 1988) · image 101, subscription offerthese are all brand new games, we are unable to say exactly when they'll beCrash, issue 60 (January 1989) · p. 30 (image 31), Guerrilla War review — the sentence reads "After the futuristic combat of the still unconverted Victory Road (also to be produced by Imagine) this game takes place in the present day"; the review calls Guerrilla War the third in the Ikari Warriors trilogyunconverted Wctofy Road{ahOOur translationunconverted Victory Road (alsoYour Sinclair, issue 36 (December 1988) · image 101, subscription offer — the line under the Victory Road heading; the same line stands under Rambo 3 and TyphoonWorth £7.95, £14.95 diskRevised after a check by a second AI model, 2026-11-06: "was late" now "had not appeared by January 1989"; the offer's price line quoted.

The offer's price line recurs for several games on the page. No Spectrum review has been found.

Cited by: Victory Road

Computer and Video Games's February 1989 review gave Imagine as the supplier for Spectrum, Commodore 64, and Amstrad CPC versions: £7.95 on Spectrum cassette, £8.95 on Commodore 64 and Amstrad cassette, £12.95 on Commodore 64 disk, and £14.95 on Amstrad disk. It said no 16-bit versions were planned. victory-road-history/computer-prices

MagazineComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, header; read on the page image — the next lines read "C64/AMS £8.95 CASS, C64 £12.95, DISK AMS £14.95 DISK."► PRICE: SPEC £7.95 CASS,Computer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, header; read on the page image► SUPPLIER: IMAGINE.Computer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, Update; read on the page image — the next line reads "planned at present."No 16-bit versions areComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, header; read on the page image► MACHINES: SPEC/C64/AMS.Checked by a second AI model, 2026-11-06.

The One had reviewed Imagine's Atari ST and Amiga versions the month before, so the remark about 16-bit versions was out of date when printed.

Cited by: Victory Road

Paul Glancey reviewed the Amstrad CPC version for Computer and Video Games in February 1989 and gave it 71% overall (graphics 77%, sound 23%, playability 75%, value 68%). A toggle key that keeps the gun pointed one way and support for the Cheetah 125+ stick's rotating control "lift Victory Road above the standard Ikari Warriors clone", he wrote, but it still doesn't beat the original, and sound is its "real downfall". victory-road-history/cpc-cvg-review

Value
{
 "review": "Computer and Video Games",
 "of": 100,
 "scores": {
  "graphics": 77,
  "sound": 23,
  "playability": 75,
  "value": 68,
  "overall": 71
 }
}
MagazineComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, header; read on the page image► VERSION TESTED: AMSTRADComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, header; read on the page image► REVIEWER: PAUL GLANCEY.Computer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review, ratings; read on the page image — the box above reads "GRAPHICS 77%", "SOUND 23%", "PLAYABILITY 75%" and "VALUE 68%"► OVERALL 71%Computer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review; read on the page image — the line goes on "one with the previously useless rotational control)."Cheetah 125+ stick (meComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review; read on the page image — the next lines read "Victory Road above the standard Ikari Warriors clone, but it still doesn't beat the original."Novelties such as this liftComputer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review; read on the page imagethis version’s real downfall,Computer and Video Games, issue 88 (February 1989) · p. 37 (image 37), Victory Road review — the sentence goes on "that you can make your bloke keep his weapon pointed in the same direction until you de-toggle"have put in a toggle key, soRevised after a check by a second AI model, 2026-11-06: Quotes the toggle key line.

The header, ratings box, and quotes were read on the page image, folio 37, and match the OCR.

Cited by: Victory Road

Amstrad Action reviewed Imagine's Amstrad CPC version (£9.95 on cassette, £14.95 on disk) in January 1989 and gave it 74% (graphics 72%, sonics 41%, grab factor 78%, staying power 69%). The reviewer, signed GBH, found smooth scrolling and colorful graphics, no tunes, and six lives, and thought Ikari Warriors still had the edge. The second opinion, signed SC, said: "Now if you've got to have Ikari Warriors clones, make 'em like this. Terrific!" victory-road-history/cpc-amstrad-action

Value
{
 "review": "Amstrad Action",
 "of": 100,
 "scores": {
  "graphics": 72,
  "sonics": 41,
  "grab factor": 78,
  "staying power": 69,
  "overall": 74
 }
}
MagazineAmstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review, header; read on the page imageImagine # £9.95 case, £14.95 diskOur translationImagine, £9.95 cass, £14.95 diskAmstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review, The Verdict; read on the page image — the box reads "GRAPHICS 72%", "SON ICS 41%", "STAYING POWER 69%" and "AA RATING 74%"GRAB FACTOR 78%Amstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review; read on the page imagebegin the game with six lives.Amstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review; read on the page image — the sentence goes on "older it has the edge, but that doesn't mean that Victory Road should be completely ignored."Even though Ikari Warriors is considerablyAmstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review, second opinion; read on the page image — the line before reads "Now if you've got to have Ikari", the line after "this. Terrific!" and "SC"Warriors clones, make 'em likeAmstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road reviewThe scrolling is smooth and the graphicsAmstrad Action, issue 40 (January 1989) · p. 52 (image 52), Victory Road review — the review's last line; the next line is its signature, GBHno tunes, but the sound effects are very good.Revised after a check by a second AI model, 2026-11-06: Quotes the smooth-scrolling and no-tunes lines; the GBH signature follows the last.

Read on the page image: the Victory Road verdict box (72/41/78/69/74) sits lower left, apart from the box for Guerilla War (54%, "A poor person's Ikari Warriors"), the page's other Imagine game, whose review says Victory Road is the better of the two. The main review is signed GBH, the second opinion SC.

Cited by: Victory Road

The One reviewed Imagine's Atari ST version (£19.95) and Amiga version (£24.95) in January 1989, both "Out Now". Brian Nesbitt called it "a pretty lame conversion of what is, to be fair, a pretty lame coin-op", with abysmal graphics, poor sprites, jerky scrolling, and no music during play, and named the programmer as Microwish, maker of Hewson's Zynaps. The Amiga version, he found, plays slightly faster and is more colorful, but fails the same way. victory-road-history/st-amiga-the-one

MagazineThe One for 16-bit Games, issue 4 (January 1989) · p. 73 (image 73), Victory Road review, standfirstWarrior Brian Nesbitt packsThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review — the next lines read "conversion of what is, to be fair, a pretty lame coin-op. Programmer _Microwish can do bet¬ ter"This is a pretty lameThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road reviewter, as its last effort, Hewson's Zynaps,The One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road reviewabysmal, and the sprites are particu¬The One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, ST box£19.95The One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, Amiga box£24.95The One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, Amiga box — the next lines read "slightly faster, its a tad more colourful and is a bit more impressive sonically (but not much)."ST version. It playsThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review_Microwish can do bet¬Our translationMicrowish can do betterThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, ST and Amiga boxes — each box gives RELEASE DATE as Out NowOut NowChecked by a second AI model, 2026-11-06.

Cited by: Victory Road

Imagine's instruction leaflet for the Atari ST and Amiga versions gives loading instructions for the Atari ST, Amiga 500, and Amiga 1000, and states that the program code, graphics, and artwork are Imagine Software's copyright. It prints no date, price, or programmer's name. victory-road-history/st-amiga-manual

ManualVictory Road instructions (Atari ST and Amiga), Imagine · image 2, LoadingATARI STVictory Road instructions (Atari ST and Amiga), Imagine · image 3, LoadingAMIGA 1000Victory Road instructions (Atari ST and Amiga), Imagine · image 4, copyright notice — the next line reads "Imagine Software and may not be reproduced, stored, hired or broadcast in"Its program code, graphic representation and artwork are the copyright ofVictory Road instructions (Atari ST and Amiga), Imagine · image 4, returns addressMr Yates. Imagine Software. 6 Central Street. Manchester M2 5NS.Victory Road instructions (Atari ST and Amiga), Imagine · image 2, LoadingAMIGA S00Our translationAMIGA 500Revised after a check by a second AI model, 2026-11-06: Quotes "AMIGA S00" (Amiga 500).

Read in the OCR. The Amiga 500 heading comes out as "AMIGA S00". The leaflet covers the disk versions for these two machines only; the year 1989 is the Internet Archive item's.

Cited by: Victory Road

In the Atari ST and Amiga versions, by Imagine's leaflet, the fire button fires the current weapon and holding it throws a grenade; F1 quits and F2 pauses. Each player's gun follows the direction of movement, and a toggle key (the space bar for player 1, Enter on the numeric keypad for player 2) locks it to the current direction until pressed again. victory-road-history/st-amiga-controls

ManualVictory Road instructions (Atari ST and Amiga), Imagine · image 3, ControlsFires current weaponVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Controls — the table's key column reads "Hold FIRE BUTTON"Throws grenadeVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Controls — the keys F1 and F2 are listed against "Quit game" and "Pause game"Quit gameVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Controls — the keys SPACE BAR and Numeric ENTER are listed against "Toggles Player 1's ... direction lock on & off" and "Toggles player 2's ... direction lock on & off"; the OCR reads the word before "direction" as "top"Numeric ENTERVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Game Play — the next line reads "direction, press the toggle key. locking the gun to the current direction, press" and then "again to release it."Your gun will follow your movement direction to "lock" the gun to a particularChecked by a second AI model, 2026-11-06.

Read in the OCR, whose table comes out as separate columns of keys and actions; the pairing follows their order. Computer and Video Games describes the same toggle key on the Amstrad CPC.

Cited by: Victory Road

Imagine's leaflet for the Atari ST and Amiga versions scores 50 points for a small alien, 100 for a large alien, 1000 for a large monster, and 200 for a bonus. Green trapdoors take the player underground to fight a large alien for extra points, and large monsters can only be destroyed with grenades. victory-road-history/st-amiga-scoring

ManualVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Status and Scoring50 points — small alienVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Status and Scoring100 points — large alienVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Status and Scoring1000 points — large monsterVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Status and Scoring200 points — bonusVictory Road instructions (Atari ST and Amiga), Imagine · image 3, Game Play — the next line reads "underground to face a large alien: (kill it for extra points)."For extja bonus points run onto the green trapdoors, and be transportedOur translationFor extra bonus points run onto the green trapdoors, and be transportedVictory Road instructions (Atari ST and Amiga), Imagine · image 4, Hints and TipsLarge monsters can only be destroyed with grenades so don't waste yourChecked by a second AI model, 2026-11-06.

Read in the OCR; no code has been read and nothing has been measured.

Cited by: Victory Road

The One gave the Atari ST version 40% overall (graphics 36%, sound 45%, playability 41%, value 33%). victory-road-history/st-the-one-score

Value
{
 "review": "The One",
 "of": 100,
 "scores": {
  "graphics": 36,
  "sound": 45,
  "playability": 41,
  "value": 33,
  "overall": 40
 }
}
MagazineThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, ST boxOVERALL 40%Checked by a second AI model, 2026-11-06.

The scores were read on the page image when the issue was indexed (data/contents/the-one-004-1989-01.yaml); the OCR lists the ST box's figures 36%, 45%, 41%, 33% and OVERALL 40%.

Cited by: Victory Road

The One gave the Amiga version 40% overall (graphics 36%, sound 45%, playability 41%, value 33%), the same marks as the Atari ST version. victory-road-history/amiga-the-one-score

Value
{
 "review": "The One",
 "of": 100,
 "scores": {
  "graphics": 36,
  "sound": 45,
  "playability": 41,
  "value": 33,
  "overall": 40
 }
}
MagazineThe One for 16-bit Games, issue 4 (January 1989) · p. 74 (image 74), Victory Road review, Amiga box — the Amiga box's figures follow its "£24.95" and "Out Now" in the OCROVERALL 40%Checked by a second AI model, 2026-11-06.

The scores were read on the page image when the issue was indexed (data/contents/the-one-004-1989-01.yaml).

Cited by: Victory Road

ST Action reviewed the Atari ST version (Imagine, £19.95) in February 1989 and gave it an STA Rating of 44% (graphics 41%, sound 38%, lasting appeal 38%, addictiveness 46%; difficulty average). It describes an opening stage called the Stairway to Heaven, then a desert road with collectable body armour and flamethrowers, and mirrors that lead to sub-levels with a monster that only grenades hurt. One reviewer, signed SM, wrote that judging by the conversion "it's no wonder the sequel wasn't" a success in the arcades; the other, signed JS, called the game "dated with a capital 'D'". victory-road-history/st-action-review

Value
{
 "review": "ST Action",
 "of": 100,
 "scores": {
  "graphics": 41,
  "sound": 38,
  "lasting appeal": 38,
  "addictiveness": 46,
  "overall": 44
 }
}
MagazineST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review, header; read on the page imageIMAGINE (£19.95)ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review, ratings; read on the page image — the box goes on "SOUND: 38%", "LASTING APPEAL: 38%", "ADDICTIVENESS: 46%", "DIFFICULTY: AVERAGE"GRAPHICS: 41%ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review; read on the page imagetitle of 'The Stairway to Heaven. 'ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review; read on the page imagemust lob dozens of grenades at it.ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review, comment; read on the page image — the comment begins "Although SNK's Ikari Warriors was a relative success in the arcades, judging by this conversion, it's no"; it is followed by "SM"wonder the sequel wasn't! It playsST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review, ratings; read on the page image — the OCR misses the rating, printed in a triangle above the other marksSTA Rating 44%ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road review, second comment; read on the page image — the comment ends with the initials JS, which the OCR reads as "Jo"this game is dated with a capital 'D'.ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road reviewdesert, giving our hero more room toST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road reviewarmour, lance-like guns and extraOur translation(Enhancements, such as body-)armour, lance-like guns and extra (flamethrowers can be collected)ST Action, issue 10 (February 1989) · p. 46 (image 48), Victory Road reviewmirror. Entering this gives access to a sub-Our translationmirror. Entering this gives access to a sub-(level)Revised after a check by a second AI model, 2026-11-06: Quotes the desert, body armour and flamethrower, and mirror sub-level lines.

The ratings, the overall mark, and both comments' initials were read on the page image. Image 48 shows printed page 46 ("STA 46 STA").

Cited by: Victory Road

In North America, Data East converted the game for home computers. Computer Gaming World's report on the summer 1988 Consumer Electronics Show said Data East's IBM PC version of Victory Road scrolled at 15 frames per second, behind the arcade game's 16. COMPUTE!'s Gazette reviewed Data East's Commodore 64 versions of Ikari Warriors and Victory Road together in May 1989, at $29.95 each. victory-road-history/us-computer-versions

MagazineComputer Gaming World, issue 49 (July 1988) · p. 51 (image 51), CES report — the passage reads "Data East is continuing to convert its popular coin-op titles to home computer formats. Some have not made the transition well, but Victory Road on the IBM offers 15 frames per second scroll rate (just behind the 16 per second on the coin-op game)"weii, but Victory Road on theComputer Gaming World, issue 49 (July 1988) · p. 51 (image 51), CES reportIBM offers 15 frames perCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 36 (image 38), Ikari Warriors and Victory Road reviewally, it's two new games from Data East.COMPUTE!'s Gazette, issue 71 (May 1989) · p. 37 (image 39), Ikari Warriors and Victory Road review, product boxS29.95 eachOur translation$29.95 eachCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 36 (image 38), Ikari Warriors and Victory Road review — said of Ikari Warriors: "On the 64 version, it's a one-player game"64 version, it's a one-player game,COMPUTE!'s Gazette, issue 71 (May 1989) · p. 37 (image 39), Ikari Warriors and Victory Road review — the sentence goes on "1571 disk drive", Commodore's driveNeither of these games likes theRevised after a check by a second AI model, 2026-11-06: Quotes the "64 version" and 1571 disk drive lines.

The frame rates are Computer Gaming World's figures from the show, not a measurement. Computer Entertainer's 1988 release lists also carry "Victory Road (DE)" among computer titles.

Cited by: Victory Road

Robert Bixby's COMPUTE!'s Gazette review found that Victory Road has little in common with Ikari Warriors beyond the fast pace, slow-firing weapons, and simple graphics, and called it "the more interesting of the two", pitting the player against super-demons and winged man-beasts, and more challenging, though limited horizontally to a single screen width. Success, he wrote, rides on finding and keeping the flamethrower, which is lost with a life. victory-road-history/c64-gazette-review

MagazineCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 36 (image 38), Ikari Warriors and Victory Road review — the sentence goes on "quel— or part 2 — of Ikari Warriors, but the two games have little in common except for their fast pace, slow- firing weapons, and simple graphics."Victory Road is supposed to be a se-COMPUTE!'s Gazette, issue 71 (May 1989) · p. 36 (image 38), Ikari Warriors and Victory Road reviewVictory Road is the more interestingCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 37 (image 39), Ikari Warriors and Victory Road review — the sentence begins "As I said, your success rides largely on your ability to locate and hold on to a"flame thrower.COMPUTE!'s Gazette, issue 71 (May 1989) · p. 37 (image 39), Ikari Warriors and Victory Road review-Robert BixbyCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 36 (image 38), Ikari Warriors and Victory Road reviewsuper-demons, winged man-beastsCOMPUTE!'s Gazette, issue 71 (May 1989) · p. 37 (image 39), Ikari Warriors and Victory Road reviewscreen width or less, is more challeng-Our translation(Victory Road, which is limited horizontally to a single) screen width or less, is more challeng(ing)Revised after a check by a second AI model, 2026-11-06: "demons and other beasts" now the review's super-demons and winged man-beasts; "more challenging" quoted.

The review carries no score.

Cited by: Victory Road