Catalogue of Arcade Emulation Software - the Absolute Reference

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Sonic Blast Man (Japan)

Sonic Blast Man (c) 1990 Taito.


Taito B System hardware

Prom Stickers : C69

Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)

Sound Chips : YM2610B (@ 8 Mhz)

Screen orientation : Horizontal

Video resolution : 320 x 224 pixels

Screen refresh : 60.00 Hz

Palette Colors : 4096

Players : 2

Control : 8-way joystick

Buttons : 4


Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.


1. Sonic Blast Man (1990)

2. Sonic Blast Man returns - Real Puncher


* Consoles :

Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels. You pick a target and attempt to KO it as if you were playing with one credit in the arcade version. Win or lose, you go onto the next side-scrolling level.

How the SFC version plays : Instead of an actual target to punch with your own actual fist as in the arcade version, you have a "Hit Point" circle that moves quickly left and right on the screen and an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, you have to press all four directions on the D-pad as quickly possible. The gauge will deplete RAPIDLY the moment you stop building power. You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. The power of the punch on the object is determined by the level of the power gauge and how close the "Hit Point" circle was over the center of the object when you punched. If you exceed the time limit, the game will automatically punch for you but your punch will have no power behind it.