ULTRAMAN

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A side-scrolling arcade battle screen displays Ultraman in red and white armor facing a spotted alien creature across a grassy landscape with blue water and cloudy sky in the background. The top UI shows a score of 000000 on the left, time remaining at 2:54 in the center, and enemy health bars on the right. The bottom status bar lists "ULTRAMAN" with a green health bar on the left and "DEMPULAR" with a green health bar on the right, separated by a blue control panel displaying game information in the center.

ULTRAMAN

奥特曼

4.5 (2.1K)
Arcade Action 572 plays

ULTRAMAN is a 2-player action arcade game developed by Banpresto and released in 1991. Players control Ultraman, the iconic Japanese superhero, battling alien invaders and monsters through a series of stages. The gameplay features side-scrolling action mechanics where players perform punch and kick attacks to defeat enemies. Power-ups scattered throughout levels enhance character abilities. Ultraman includes an energy system that depletes when taking damage, requiring players to manage this resource carefully through increasingly difficult stages. The controls are intuitive: a joystick for movement and dedicated attack buttons. Each stage concludes with a boss encounter that tests pattern recognition and the player's ability to time counterattacks precisely. The game supports 2-player cooperative play, enabling simultaneous action for the full arcade experience.

Developer
Released
Platform
Arcade
Genre
Action
Players
2P
Rating
4.5 / 5 (2.1K)
Last updated

About ULTRAMAN

ULTRAMAN arrived in arcades in 1991, developed and published by Banpresto/Bandai, riding the wave of renewed interest in the long-running Tsuburaya Productions tokusatsu franchise. The early 1990s arcade scene was dominated by one-on-one fighting games and side-scrolling beat-em-ups, and ULTRAMAN carved out a niche by translating the kaiju-versus-hero spectacle of the television series into a playable format. The game is a one-on-one fighting title in which players control Ultraman himself, squaring off against a roster of iconic kaiju monsters drawn from the classic Ultraman television series. Each opponent is rendered at a large scale to evoke the towering battles fans recognized from the show, with both combatants filling a significant portion of the screen and fighting across urban and natural backdrops that echo the series' distinctive visual style. Controls follow a straightforward layout typical of early-1990s arcade fighters: players execute punches, kicks, and special beam attacks, most notably Ultraman's signature Specium Ray, which can be charged and fired at opponents to deal significant damage. The Color Timer mechanic from the source material is reflected in gameplay pressure — sustaining heavy damage changes the on-screen status indicator, adding urgency to prolonged fights. Level structure is linear, with the player progressing through a series of monster opponents in a fixed order, culminating in a final confrontation. The two-player mode allows one player to control Ultraman while the second player takes control of a kaiju, making for an asymmetric experience that was a genuine novelty at the time and directly mirrored the hero-versus-monster dynamic of the television show. Cabinet hardware was standard for Banpresto arcade releases of the period, and the game's sprite work was praised in Japanese gaming press for its faithfulness to the suits and monster designs from the original series. In Japan, where Ultraman remained a deeply embedded part of popular culture, the game found a receptive audience in arcades, particularly among younger players who grew up watching the franchise. Outside Japan, the game had limited distribution, making it a relative rarity in Western arcades. The title sits within a broader tradition of Banpresto producing licensed arcade games tied to major Toei and Tsuburaya properties throughout the late 1980s and early 1990s, and ULTRAMAN represents one of the more polished entries in that catalog, benefiting from the visual clarity that large-scale sprite-based fighters allowed on the hardware of the era.

What makes it special

ULTRAMAN's two-player mode stands out as a specific structural hook: rather than mirroring both players as the same character or offering a symmetrical roster, the game explicitly casts one player as Ultraman and the other as a kaiju, directly replicating the hero-versus-monster dynamic of the source television series. This asymmetric design — where each side has meaningfully different move sets and hitboxes reflecting their in-universe roles — was an uncommon approach for arcade fighters in 1991 and gave the cabinet a distinct identity on the floor.

Pro tips

  • Learn the input timing for the Specium Ray early — it is Ultraman's highest-damage tool and most kaiju opponents cannot easily punish a well-spaced beam attack.
  • Stay mobile and use the full horizontal range of the arena; many kaiju have powerful close-range grabs that become much harder to land if you keep distance.
  • In two-player mode, the kaiju player should prioritize corner pressure — forcing Ultraman into a corner limits the beam attack's safe usage and opens up grab opportunities.
  • Watch the Color Timer indicator: when it activates, shift to a more defensive style to avoid being finished by a single heavy combo while in the danger state.
  • Study each kaiju's unique attack pattern before committing to offense — several opponents have projectile or charge moves with deceptively long reach that punish aggressive rushdowns.

ULTRAMAN Controls — Arcade Keyboard Keys

Default keyboard bindings for ULTRAMAN on our in-browser Arcade emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
Joystick Up Move up
Joystick Down Move down
Joystick Left Move left
Joystick Right Move right
X Button 1 Primary action (jump / confirm)
Z Button 2 Secondary action (attack / cancel)
S Button 3 Tertiary action
A Button 4 Quaternary action
Q Button 5 Fifth button
W Button 6 Sixth button
5 Insert Coin Insert coin
1 1P Start Start / Pause

Coin and Start are convention "Insert Coin: 5" and "1P Start: 1". Some arcade boards expect specific button mappings — check the in-game prompts on coin-up.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

ULTRAMAN Longplay & Gameplay Videos

Watch a full playthrough of ULTRAMAN on Arcade before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"ULTRAMAN" Arcade longplay 1991

External references

Frequently Asked Questions

When was ULTRAMAN released?

ULTRAMAN was released in 1991 for the Arcade.

Who developed ULTRAMAN?

ULTRAMAN was developed by Banpresto/Bandai, available to play in your browser on RetroGameSpace.

How many players does ULTRAMAN support?

ULTRAMAN supports up to 2 players, ideal for couch co-op or competitive sessions on the Arcade.

What type of game is ULTRAMAN?

ULTRAMAN is a Action game for the Arcade, playable instantly in your browser — no downloads, no installs.

How can I play ULTRAMAN for free?

Open this page and click "Play Now" — ULTRAMAN runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play ULTRAMAN in the browser?

No. ULTRAMAN streams from a public archive into a browser-side Arcade emulator. Nothing is installed on your computer.

Can I save my progress in ULTRAMAN?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Arcade cartridge supported.

Does ULTRAMAN work on mobile devices?

Yes — the Arcade emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play ULTRAMAN this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of ULTRAMAN. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does a single playthrough take to complete?

A full single-player run through all opponents typically takes between 20 and 40 minutes depending on skill level, as each bout is relatively short but the later kaiju opponents have increased health and aggression that can extend individual fights.

Is the game difficult for newcomers to the fighting genre?

The game is moderately approachable — the control scheme is simpler than contemporaries like Street Fighter II, but later opponents hit hard and punish mistakes quickly. New players should focus on mastering the Specium Ray spacing before attempting the full roster.

What is the best way to start a match against a tough kaiju opponent?

Open with a mid-range Specium Ray to test the opponent's reaction speed. Many kaiju AI patterns are triggered by close proximity, so establishing beam range early lets you deal damage before their more dangerous close-range moves become a factor.

Is the two-player mode worth experiencing specifically?

Yes — the asymmetric hero-versus-kaiju format is the game's most distinctive feature and plays very differently from the single-player mode. The contrasting move sets make two-player sessions feel closer to the television series' battles than a standard mirrored fighter would.

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