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Alien vs. Predator - MAME4droid

Alien vs. Predator - MAME4droid
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This game (rom) is for your Mobile phone with Android system. For download emulator go to Playstore and you have to find " MAME4droid " emulator version (0.139u1). Our games are 100% working only with this version !!! Dont use difrent version !!! For example 0.37b5 or other ones. If ( rom ) is downloaded, you have to find folder MAME4DROID in your mobile phone. Open this forlder and now you have to find folder (roms) And in the end copy downloaded game to this folder. Have fun !

Description Alien vs. Predator mame rom

Alien vs. Predator (Arcade, 1994 CPS‑2) — Complete Strategy, Tech, and Co‑op Guide

Alien vs. Predator is Capcom’s ferocious, high‑octane belt‑scrolling beat ’em up that unites two Yautja (Predators) and two Colonial Marine allies to purge San Drad of a Xenomorph outbreak. It blends weighty melee combat, integrated firearms, generous crowd control, and character‑specific tech into one of the most beloved arcade brawlers of the 90s. Up to three players can team up to carve through swarms of Aliens, egg nests, and biomechanical bosses, culminating in a climactic showdown with the Alien Queen.

Quick note on the year: Capcom’s arcade Alien vs. Predator launched in 1994 on CPS‑2 hardware (with some 1993 location tests). 1992 is a common mix‑up with other Alien franchise releases; the Capcom brawler itself is 1994.

Key facts

Title Alien vs. Predator
Developer / Publisher Capcom
Platform / Hardware Arcade (Capcom CPS‑2)
Release 1994 (worldwide); 1993 location tests reported
Players Up to 3 simultaneous co‑op
Genre Belt‑scrolling beat ’em up with integrated firearms
Based on 20th Century Fox’s Alien and Predator IP

Setting and cast

San Drad city is overrun. Colonial Marines team with two Yautja (Predators) to contain a sprawling Xenomorph infestation at street level, then push into labs, transport hubs, and hive‑like interiors. The tone is pure 90s Capcom: kinetic, crunchy, and gloriously over‑the‑top, with stylish martial moves, wrist blades, katana sweeps, smart‑disc throws, and sizzling plasma fire.

Playable characters

Character Role / Style Strength Speed Signature tools Notes
Major Dutch Schaefer Powerhouse cyborg Marine Very High Low–Medium Arm‑cannon bursts, heavy grapples, big juggles Deletes elites; excels at crowd knockdowns and safe, beefy confirms.
Lt. Linn Kurosawa Agile Marine technician Medium High Katana strings, pistol shots, evasive flips Weapon queen; darts in/out, shredding swarms with mobility and precision.
Predator Warrior Balanced Yautja High Medium Wrist blades, smart‑disc, shoulder plasma All‑rounder with superb crowd control and easy confirms into plasma.
Predator Hunter Heavy Yautja bruiser Very High Low Long‑reach strikes, massive knockback, plasma cannon Slower but devastating; thrives with team peel and space to swing.

Controls and core mechanics

  • Inputs (3 buttons): Attack (melee), Shoot (built‑in firearm/shoulder cannon or held gun), Jump (aerials, leap‑ins).
  • Grapples and throws: Walk into enemies to clinch, then pick a direction + Attack to toss or slam. Throws grant brief invulnerability—use to escape dogpiles.
  • Specials and bursts: Characters can trigger meter‑limited bursts (arm cannon, plasma, pistol/katana cancels). Smart timing lets you juggle or zone safely.
  • Firearms as pickups: Pulse rifles, smartguns, shotguns, flamers, grenades. When held, Shoot uses their ammo. Ammo rarely persists between scenes—spend it to stabilize.
  • OTG and juggle windows: Xenos pop up fast; learn which knockdowns allow extra hits (or a quick burst) before recovery.
  • Horde pacing: Alien waves set the tempo—use wide normals, knockdowns, and explosives to keep control.

Weapons and items

Pickup Effect Best use
M41A Pulse Rifle Fast, accurate bursts Delete runners and spitters as they enter; safe boss chip.
M56 Smartgun High DPS stream Lane control during swarms; melts miniboss armor quickly.
Shotgun Wide cone, huge stun Close‑range crowd deletes; perfect at doorways or narrow corridors.
Flamethrower Lingering damage, denial Area control on eggs and facehuggers; staggers warriors.
Grenades / Explosives AOE burst Interrupts overwhelming waves or chunks bosses during openings.
Food / Rations Restores health Leave on the ground to stabilize tough sections; grab at low HP.
Score items Points (extends depend on operator settings) Collect during lulls; don’t eat a tail swipe for a medal.

Enemy lineup (high‑level)

  • Facehuggers and Chestbursters: Tiny, sudden threats—prioritize or risk stun‑locks.
  • Warriors and runners (color variants): Vary by aggression and HP; darker palettes often hit harder.
  • Spitters: Projectile harassers; delete them first or they chip you down.
  • Large Xenomorph morphs: Big bodies with multi‑hit strings and armor. Bait swings, punish backs, or throw.
  • Eggs and hazards: Pop eggs from range; don’t let them seed extra facehuggers mid‑fight.

Stage‑by‑stage walkthrough (strategy‑first, spoiler‑light)

Stage names vary by region; the flow below mirrors the common 7‑stage arcade progression.

Stage 1 — San Drad Streets

  • Learn your safe opener: jab string → walk throw. Use wide normals to sweep flankers.
  • First big morph teaches spacing—bait the wind‑up, step through, back‑throw → meaty one hit → retreat.

Stage 2 — Warehouses and Back Alleys

  • Eggs + facehuggers get dense: pre‑fire with rifles or a brief plasma tap.
  • Shotgun rules doorways. Keep the line moving to avoid back spawns.
  • Boss: Slow armored swipes; dash through, back‑throw, Shoot‑cancel for safe chip.

Stage 3 — Transit Hub / Skyway

  • Narrow lanes demand knockdowns. Prioritize spitters; two advance, one watches the upper lane.
  • Smartgun for suppression; spend ammo to stabilize.
  • Boss: Faster morph + add waves. Control adds first; team‑throw into corner, then burst.

Stage 4 — Military Lab Complex

  • Mixed packs and acid pools. Flamer denies eggs; keeps runners in hitstun.
  • Rotate roles: one peels, one burns eggs, one deletes elites.
  • Boss: Multi‑hit strings; punish recoveries with throw loops or single meaty → cancel.

Stage 5 — Tarmac / Transport

  • Set‑piece chaos and off‑screen spawns. Stay centered; Predators cover diagonals with plasma.
  • Grenades end bad overlaps; stagger specials so someone always has a panic button.

Stage 6 — Hive Approaches

  • Environment hurts. Take high ground; never overextend past unseen egg clusters.
  • Throw → OTG Shot as your standard punish; reserve specials for armor moments.

Stage 7 — Inner Hive / Queen’s Lair (Final)

  • Endurance lead‑up before the arena—save one heavy weapon.
  • Queen tips: Jump the grab, dash through tail sweeps, punish with throw → burst → retreat. Limit to two hits per window.
  • In 3P, rotate aggro: one baits, one punishes, one clears adds.

Boss‑by‑boss move compendium and punish windows

Stage Boss archetype Signature moves Telegraphs Safe counters Best tools
1 Brute Xenomorph (heavy hitter) Shoulder rush, 2–3 claw chain, tail sweep Brief crouch before rush; tail pulls back before sweep Dash/jump through rush → back‑throw; meaty one hit on wake → reset Shotgun stuns; Predator plasma punishes; Dutch arm‑cannon juggles
2 Agile Stalker (mobile) Flip cross‑ups, fast pounce, facehugger adds Short hop feints; crouch coil before pounce Walk under flip → back‑throw; deny eggs/facehuggers from range Flamer vs eggs; Linn pistol cancels; Warrior smart‑disc for adds
3 Arena twin threats Layered pressure + runner waves Add “ping” audio; boss slows pre‑swing Two peel adds; one baits boss → throw → burst; rotate aggro Smartgun lanes; grenades to reset floods
4 Lab guardian (armored) Armored shoulder, acid pool spit, corner traps Gurgle cue before spit; brief pause pre‑shoulder Bait shoulder → step through → back‑throw; avoid corner overcommits Flamer to deny pools; Hunter plasma meaties; Dutch heavy strings
5 Tarmac sentinel Acid lob, wide tail sweep, summons High arm raise (lob); tail rises sideways (sweep) Jump lob, dash through sweep, one meaty → Shoot cancel Pulse for chip; shotgun to stop add rushes; Warrior disc confirms
6 Hive gatekeeper Pressure strings, egg floods, armor moments Egg shake pre‑hatch; glow on armor wind‑up Delete eggs first; throw → OTG Shot; specials to crack armor Flamer on nests; grenades vs hatch waves; Linn katana meaties
7 Alien Queen (multi‑phase) Grab string, tail sweeps, stomp shockwave, add calls Arms wide (grab); tail far back (sweep); foot lift (stomp) Jump grabs; dash through tail; throw → burst → retreat; stagger specials Saved heavy; Predator plasma on recoveries; Dutch OTG arm‑cannon

Character tech: confirms, throws, and OTG routes

Character Safe confirm Throw / OTG route Notes
Major Dutch 2‑hit ground string → walk throw Back‑throw → quick Shoot tap (arm‑cannon) OTG → step away Heavy hitstop buys time to buffer Shoot; keep strings short to avoid trades.
Lt. Linn Katana 2–3 hits → pistol tap cancel Forward throw → pistol OTG → micro‑dash back Pistol cancel stabilizes pressure; avoid greedy 4–5 hit strings on elites.
Predator Warrior Blades 2 hits → smart‑disc confirm Back‑throw → disc OTG → shoulder plasma meaty (distance permitting) Disc tracks well—great add control while you reposition.
Predator Hunter Far heavy → walk throw (or dash heavy → throw) Forward throw → short walk → plasma meaty (single tick) Slow but devastating; let partners peel adds while you secure meaty plasma.

Firearms and explosives optimization

Weapon Best targets Why it works Don’t do this
M41A Pulse Rifle Spitters, runners, air‑entry adds Fast, precise bursts delete chip threats instantly Don’t mag‑dump elites at point blank—save it for harassment control
M56 Smartgun Dense waves, miniboss armor Sustained DPS and pushback tame swarms and stagger heavies Don’t tunnel vision; call reloads and swap lanes as needed
Shotgun Doorways, tight corridors, clustered adds Huge cone and stun end snowball waves in one blast Don’t waste shells on single stragglers
Flamethrower Egg nests, facehugger spawns, chokepoints Lingering denial prevents hatch floods; constant stagger Don’t stand in the acid pools—kite away after burning
Grenades / Explosives Overlaps, boss openings, add wipes AOE burst resets bad screens, chunks bosses safely Don’t double‑stack with a teammate unless skipping a phase

Three‑player stage plans (roles, ammo, danger calls)

Use short callouts: “Eggs right,” “Spitter up,” “Burst ready.”

Stage Anchor (center) Flanker (mobility) Flex (weapon control) Ammo priority Risk points
1 Dutch/Hunter holds boss lane Linn/Warrior picks off flankers Shotgun user covers collapses Shotgun > Pulse Tail sweeps post‑knockdown—avoid double meaties
2 Hunter screens doors Linn deletes eggs/facehuggers Warrior disc clears off‑axis adds Flamer > Shotgun Back spawns from warehouse doors—keep a rear guard
3 Dutch anchors center Linn escorts top/bottom lanes Smartgun user locks a lane Smartgun > Pulse Adds during boss wind‑ups—don’t all converge
4 Hunter baits armored rushes Warrior manages eggs with disc Linn flamer denial duty Flamer > Pulse Corner traps; rotate positions after each knockdown
5 Dutch controls center elevation Linn hunts spitters Smartgun/shotgun swaps as waves shift Smartgun > Shotgun Off‑screen lobbers—don’t chase to edges blindly
6 Hunter holds egg lane Linn clears nests proactively Warrior disc + grenades to break floods Flamer > Grenades Egg chain hatches—sanitize nests before pushes
7 Hunter/Dutch bait Queen telegraphs Linn intercepts adds; positions food safely Warrior times plasma/disc punishes Saved heavy > Pulse Greed kills—two hits per window, then reset

Advanced system notes (practical, no frame data)

  • Invulnerability windows: Back‑throws grant brief i‑frames—use to exit dogpiles. Specials (Attack+Jump) have startup invuln on most characters; treat them as panic buttons.
  • Meaty timing: Aim for a single hit as the enemy stands, then cancel to Shoot to stay safe. Double meaties often get clipped by wake‑up armor.
  • Cross‑through defense: Big morphs are easiest to punish by stepping through their first swing to force a back‑throw.
  • Ammo discipline: Stabilize early—spending half a gun to prevent a death is always correct. Ammo rarely persists between scenes.

Training drills (5–10 minutes each)

  • Throw loop fundamentals: Practice 2‑hit string → walk throw → step back until automatic.
  • Safe meaty reps: Land 1 meaty → Shoot cancel → retreat on sturdy elites. No second meaty.
  • Add triage: Force yourself to clear eggs/facehuggers first before touching heavies.
  • Role swaps: Rotate Anchor/Flanker/Flex each stage so everyone learns responsibilities and callouts.

Troubleshooting common wipes

  • “We keep losing all our health to chip damage.”
    • Assign one player to spitter/egg duty with Pulse/Flamer; others do not advance until “clear.”
  • “Bosses counter our combos.”
    • Cap ground strings at 1–2 hits on elites; prioritize throw → OTG Shot punishes. Greed gets armored.
  • “We get swarmed during big tells.”
    • Save a grenade or single plasma burst for those announces; designate a player to “hold for the bad moment.”

Quick‑bite checklists

  • Before Stage 1: Pick roles, agree on callouts, and the “two hits per punish” rule.
  • Mid‑run reset: If two players are low, let the healthiest lead while others cover eggs/spitters—slow for 30 seconds to restabilize.
  • Final fight: Adds first, two safe punishes per window, rotate aggro every knockdown.

Cabinet and operator notes

Control layout 3 buttons (Attack / Shoot / Jump). Verify mappings in service mode; some conversions differ.
Difficulty / Lives Adjustable via DIP/service menus. Higher ranks add aggression, HP, and spawn density.
Player count Up to 3 simultaneous players; some cabinets are wired for 2P only.
Region sets JP/World/US ROMs with minor text and balance tweaks.
Audio Loud SFX help—spitter cues and boss telegraphs are easier to read.

Legacy and availability

  • Peak Capcom brawler: Frequently ranked alongside Final Fight for feel, team play, and audiovisual punch.
  • Licensing lockdown: Missed most compilations for decades due to IP licensing. Notably included in the 2019 Capcom Home Arcade micro‑console—an official but limited modern release.
  • Lasting influence: Its “melee‑first, firearms‑on‑demand” template and 3‑player flow informed later beat ’em ups and remains a gold standard for crowd‑control design.

Quick picks

  • Solo survival: Predator Warrior or Major Dutch (stable control, safe punishes).
  • Speed and safety: Lt. Linn (mobility plus firearm cancels).
  • Team delete button: Predator Hunter (with partners peeling flanks).

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