Accepted [+] [X] Millipede Update submitted by vecchiom
Millipede (c) 1982 Atari.
Millipede is a 1- or 2-player game with a color raster-scan video display. The game action takes place on a playfield filled with mushrooms, flowers, and deadly DDT bombs. The player tries to destroy a variety of insects that drop from the top of the screen or enter from the sides of the screen, most of them to attack the player. The player controls a bow-shaped vehicle called the Archer. The object of the game is to shoot and destroy as many objects as possible for a high point score, before the player's lives are all used up.
Player control consists of a Midi Trak-Ball control and a FIRE button. The Archer is moved by rotating the Midi Trak-Ball control. The Archer can be moved in all directions, but only within the bottom fifth of the screen. However, the Archer must move around mushrooms, flowers, and DDT bombs, since these are fixed and not 'transparent' objects. Pressing the FIRE button causes the Archer to emit an arrow that travels upward. The Archer may fire one or many arrows (by holding down the FIRE button constantly). But only one arrow will appear on the screen at a time.
A player may start a game at an advanced level of play and receive bonus points for starting play at that level.
Gameplay begins with a playfield of randomly placed mushrooms and DDT bombs. A Millipede enters at the top center of the screen and starts snaking its way across the screen. The Millipede changes direction when it runs into a fixed object in the playfield (mushroom, DDT bomb, or flower), or when it reaches the side boundaries of the playfield.
When a segment of the Millipede is shot, it is destroyed and a mushroom appears where that segment was shot. When shot, the Millipede breaks into two smaller Millipedes, each with its own head. When a Millipede reaches the bottom of the screen, it starts back up, but remains within the area of the Archer (the bottom 5th of the screen).
If a Millipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a Millipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses.
An attack wave is complete when all Millipede segments are destroyed. The screen then scrolls down one line. At the 9th attack wave, when the Millipede with only four segments enters from the top of the screen, the screen will scroll down every two seconds. The only way a player can stop the scrolling screen is to shoot a DDT bomb or destroy the entire Millipede.
It takes four shots to destroy a mushroom. After the fourth attack wave of each wave cycle, the entire playfield of mushrooms changes. Some mushrooms die and new mushrooms grow where there were none before. A mushroom next to a DDT bomb becomes poisoned (See Tips and Tricks below for complete details).
When a Millipede runs into a poisoned mushroom, two things happen: its head changes color, and it changes direction and falls vertically to the bottom of the screen.
DDT bombs explode when hit by an arrow. Any object near the bomb is engulfed by the explosion. Insects are worth three times their normal point value if they are destroyed by the explosion.
Spiders appear in any round. They move in a random pattern on the bottom third of the screen. As the player's score increases, the range of the Spider decreases, until it is confined to the bottom fifth of the screen. Also, more Spiders enter as the game progresses. A Spider destroys any mushroom or flower it moves over. Depending on a special option switch setting, the Spider moves slowly until a player reaches a specific score, and then it speeds up. If the Archer and a Spider collide, both are destroyed.
When a Millipede with fewer than eleven segments appears, an Earwig enters the screen from either side, moving at a relatively slow speed. As the player earns more points, the Earwig's speed increases. If an Earwig passes over a mushroom, it poisons the mushroom.
When a Millipede with fewer than ten segments appears, a Dragonfly enters at the top of the screen. The Dragonfly moves in a zig-zag pattern and its speed increases as the player's score increases. As the Dragonfly moves, it leaves a trail of mushrooms behind.
When a Millipede with fewer than nine segments appears, a Mosquito enters at the top of the screen and flies in a diagonal pattern. The Mosquito's speed increases as the player's score increases. When a Mosquito is destroyed, the screen scrolls up one row.
Beetles appear randomly after the first wave. They enter from the sides of the screen near the bottom, travel down to the bottom of the screen, and walk at least half way across the bottom. Then the Beetle travels up and exits at the side of the screen. If a Beetle passes over a mushroom, the mushroom changes into a flower. Flowers cannot be destroyed by the Archer's arrows. Depending on a dip switch setting, the number of Beetles appearing on the screen and the speed of the beetles increase as the player's score increases. When a Beetle is destroyed, the screen scrolls down one row.
Bees may fall from the top of the screen during any round. As the Bee falls, it leaves a trail of mushrooms behind. The Archer must hit a Bee twice to destroy it; the first shot just speeds it up.
An Inchworm may appear when a Millipede with fewer that eleven segments appears. The Inchworm travels from one side of the screen to the other side. It moves slowly until the player's score reaches 80,000 points. Then it speeds up. If the Archer destroys the Inchworm, all insects will slow down for about three and one-half seconds.
After a Millipede of one, three, five, seven, or eleven segments has been destroyed, an insect bombing raid occurs. A raid may have only Bees, Dragonflies, Mosquitoes, or a mixture of all three.
- TECHNICAL -
Millipede came in two different form factors - an upright and a cocktail table - and it was also available as a conversion kit for "Kangaroo", "Dig Dug", and "Arabian".
* The control panel features a trackball to move the Archer around the player area and a FIRE button for firing the arrows.
* Millipede's trackball is larger in diameter than that of "Centipede", but smaller than that of the upright and cockpit versions of "Missile Command". All of the trackballs are prone to wear and tear, but replacement parts are readily available.
* The upright version, by far the most common, is in a white cabinet that is rather strangely shaped. It really accents the speaker area in a way that no other games did. The game features ornate painted sideart of a huge orange millipede along with a hunter inside a forest scene. That graphic isn't just on the sides either, it continues all the way around the front of the machine as well. The control panel is dark and rather plain. It has the trackball, the FIRE button, some game instructions, and a few graphics of leaves. The marquee for this title shows a hunter clad in red, firing a long bow at an orange millipede.
* The cocktail version is black and woodgrained, and mildly decorated with light blue graphics under the glass and on the control panels. This version has two control panels, on opposite sides of the cabinet; in a 2-player game, the players sit across from each other, and the screen's image flips over to face whichever player is currently controlling the Archer.
Game ID : 136013
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : Optical trackball
Buttons : 1 (FIRE)
- TRIVIA -
Millipede was released in November 1982 in the USA. 8,690 upright units were produced. Also, 1,300 cocktails models were build.
Sequels to arcade games can be a 'hit and miss' thing. Taito was able to make a successful sequel to its "Space Invaders" game by releasing "Space Invaders Part II". Atari also attempted to make a sequel to its hit "Asteroids" called "Asteroids Deluxe". Unfortunately, the sequel was not received well and Atari took a loss with it. Atari had another runaway hit in 1980 called "Centipede". The game basically involved having the player take out insects and mushrooms that dotted the playing screen. Taking another chance, Atari released a sequel in 1982 called Millipede. Fortunately, Millipede received a better reception then "Asteroids Deluxe" did as a sequel and it did fairly well at the arcades. Other games that Atari released such as "Dig Dug", "Gravitar", and "Pole Position" may have also helped the sequel along. The game play was essentially the same as the original.
If you go into test mode, you will see a hidden 'Logg' sprite which refers to the game's programmer, Ed Logg.
Originally called 'Centipede Deluxe'. Here are the main differences between Millipede and "Centipede" :
* Instead of the Centipede and three enemies, you now have to deal with the Millipede and seven enemies.
* In addition to the Bee dropping mushrooms, the Dragonfly also drops them. The difference between the two enemies is that the Bee goes in a straight line from top to bottom while the Dragonfly zig-zags across the screen from top to bottom.
* Beetles turn mushrooms into flowers which can only be destroyed with DDT bombs or by Spiders.
* On some screens, some of the mushrooms will disappear while others grow in other random places.
* The player character is now an Archer, as it now shoots arrows instead of laser-type shots.
* The screen advances down one level after each round is completed or for each Beetle that is hit. This will reveal other things when a new top level is revealed. Hitting a Mosquito causes the screen to advance up by one level.
* Different events are based on how many segments the Millipede starts with. A segment is defined as not being a separate head.
* DDT bombs have been added to help you take out areas of bugs, flowers, and mushrooms. DDT was a chemical that was banned in the 60's for pest control.
* A new bonus setting has been implemented. It works depending on what the machine is set at for gaining bonus Archers. Once you cross that threshold multiple, you can start a new game from that score minus the original bonus score. The score tops out at 300,000 points. You have 30 seconds after your game ends to choose to do this. It works like this :
1) The maximum level a player can start at is one level lower then the last free Archer they received. For example, you receive a free Archer every 20,000 points. If you achieved a score of 50,000 points, then the last free Archer you received was at 40,000 points. Going one level lower, you can either start with a bonus of 0 or 20,000 points. It works the same for free Archers awarded at 12,000 or 15,000 points.
2) The player will also be allowed to start a new game at a bonus level. Again, depending on what the machine settings are for free Archers will determine this bonus. The bonus will be 0, 1, 2, or 3 times whatever the score required is for a free Archer (i.e. 0, 12,000, 24,000, or 36,000 points to name one). You will have 10 seconds to make a decision.
* There are more score-dependent settings for the game. This means more enemies will do different things depending on the player's score.
* Millipede cycles back and forth with head to body ratio instead of just having heads like Centipede does.
James Schneider holds the official record for this game with 6,995,962 points.
A Millipede unit appears in the 1983 movie 'Joysticks' and in the 1988 movie 'Arthur 2 - On the Rocks'.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- SCORING -
Millipede (body segment) : 10 points
Millipede (head segment) : 100 points
Spider : 300, 600, 900, 1,200 points (Points increase the closer the Spider is to the player's Archer when shot)
Earwig : 1,000 points
DDT Bomb : 800 points
Dragonfly : 500 points
Mosquito : 400 points
Beetle : 300 points
Bee : 200 points (Takes 2 hits. First hit speeds it up, second hit destroys it)
Inchworm : 100 points
Mushrooms & Poisoned Mushrooms : 1 point (Takes 4 hits to destroy).
When the mushroom patch is reset after the Archer is destroyed, each partially destroyed mushroom, poisoned mushroom or flower that is restored awards the player 5 bonus points.
Enemies killed inside DDT blasts are worth three times their normal score. The exception to this are Spiders which are worth 1,800 points when killed by DDT and enemies on the raids which are worth their normal (progressive) point values.
Raids : Normal points for the first raiding insect killed. Additional kills on raiding insects are worth 100 points more than the previous one, up to a maximum of 1,000 points each.
- TIPS AND TRICKS -
* Hints :
1) Destroy mushrooms near the bottom of the screen.
2) Destroy the DDT bomb when the Millipede is beside it.
3) When a Millipede hits a poisoned mushroom, it changes direction and falls vertically. Anticipate the place the Millipede will fall, because shooting it as it falls destroys all its segments.
* Know Your Enemies : This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :
1) Millipede (Body and Head) - The main target of the game. Its role is basically identical to that of the Centipede in "Centipede". It goes back and forth across the screen and will drop to the next level when it encounters a mushroom, flower, DDT bomb, or the side of the game screen. It will go all the way to the bottom when its head hits a poisoned mushroom.
2) Spider - It appears from the top left or right of the player area. Its role is basically the same as in "Centipede". It will either bounce across the player's area at 45-degree angles or bounce in at a 45-degree angle, bounce up and down a couple of times, go to the middle at a 45-degree angle, bounce up and down a couple of times, then finally go to the side opposite its entrance (at a 45-degree angle), bounce up and down, then exit the area. It destroys flowers and mushrooms it passes over. In later stages, multiple Spiders will appear.
3) Bee - It can appear in any attack wave. Its role is identical to that of the Flea in "Centipede". It falls from the top of the screen to the bottom, randomly depositing mushrooms along the way. A Bee takes two shots to kill. The first shot makes it angry and causes it to speed up its descent. It will usually appear when you have cleared out most of the mushrooms in the player area.
4) Beetle - It appears randomly after the first wave. It enters from the left or right side of the screen, then goes to the bottom. It travels at least halfway along the bottom before going up to its original entry level. It then exits from the side opposite from which it entered. All mushrooms in its path are converted to flowers which are immune to the Archer's arrows. Hitting a Beetle causes the screen to go down one level.
5) Earwig - It appears when the Millipede begins with less then eleven body segments. Its role is identical to that of the Scorpion in "Centipede". It goes across the screen and poisons any mushrooms in its path.
6) Inchworm - It first appears when the Millipede begins with less then eleven body segments. Hitting one causes all enemies on the screen to slow down for about three seconds.
7) Dragonfly - It appears when the Millipede begins with less then ten body segments. It goes in a zig-zag pattern from top to bottom leaving a trail of mushrooms in its wake.
8) Mosquito - It appears when the Millipede begins with less then nine body segments. It flies in a diagonal pattern from the upper left or upper right corners. Hitting one causes the screen to go up one level.
* The Millipede will start out as a head with eleven body segments in the first wave. Wave 2 will be a head with ten body segments and a head that enters from the opposite side. Wave 3 will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until Wave 12 where you have twelve heads. The cycle will then start over in Wave 13. This cycle occurs every 12 distinct waves.
* You must clear the first Millipede wave only once. Then, until your score reaches 20,000 points, you must complete each subsequent Millipede wave twice - first as the Millipede moves slowly towards you, then as it moves fast. After your score reaches 20,000 points, each Millipede wave will only need to be completed once.
* Shooting the Millipede can have two effects :
1) If you shoot the head, that part turns into a mushroom and the next segment becomes the new head and the Millipede will travel in the opposite direction (since it hit the newly-created mushroom).
2) If you shoot the middle of the body, then the segment hit will become a mushroom. The existing Millipede will continue in the same direction. The new Millipede will develop a head at the next segment after the break and head off in the opposite direction.
* A good strategy to ensure you destroy the Millipedes in one stroke and to keep the Bees at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Millipede down and destroy it when it is moving head-first at your Archer.
* In reference to the above 'mushroom corridors', keep in mind that after the fourth wave of each cycle, the mushrooms will undergo a period of 'Growth' that determines whether they stay alive or die in accordance with a modified version of the 'life' algorithm. The rules are as follows:
1) Any mushroom with fewer than two neighbors dies, as if by loneliness.
2) Any mushroom with more than three neighbors dies, as if by overcrowding.
3) Any mushroom with two or three neighbors lives, unchanged, to the next generation.
4) Any empty space with exactly three mushroom neighbors comes to life.
5) Any mushroom adjacent to a DDT bomb becomes poisoned.
6) Any non-poisoned mushroom adjacent to a poisoned mushroom dies.
7) Flowers cannot die, but do count as neighbors towards the growth of mushrooms.
After this period of 'Growth', you may have to clean up the area since some of your corridors may have been affected by this change.
* Watch out for the Spiders. They enter at either the top or bottom corners. Your Archer may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause Bees to appear since you won't have many mushrooms in the player area. In later rounds, multiple Spiders may appear in the player area.
* At the beginning of an attack wave, take a quick look to see how many segments the Millipede has. This will determine the behavior of enemies on that or subsequent attack waves.
* Five different times during the cycle of twelve millipede attack waves, you will be bombarded by a swarm of insects. These waves are a major source of points.
After the 2nd wave : Bee raid
After the 6th wave : Dragonfly raid
After the 8th wave : Mosquito raid
After the 10th wave : Bees and Dragonflies raid together
After the 12th wave : Bees, dragonflies, and mosquitoes raid together
During these raids, special scoring applies for shooting Bees, Dragonflies, and Mosquitoes. Each insect kill of those types (even types not actually swarming, for example a single Bee randomly dropping during the Mosquito swarm) is worth a minimum of 100 points more than the previous kill, to a maximum of 1,000 points. Triple scoring from DDT applies as well, so DDTing a Mosquito or Dragonfly will immediately max the raid value at 1000, and DDTing a Bee will register at least 600.
It's very important not to die during one of the raids. If you stay alive, a raid can be worth up to 30,000 points later in the game. To prepare for a raid, don't shoot the last head until any Spiders and Beetles are near the side and leaving the screen. Clear a path to a DDT bomb if possible, so you can use it to kill several insects at once. It will quickly build their value to the maximum of 1000 points each.
Concentrate on one thing - shooting as many bugs as you can. Don't waste time clearing mushrooms until after the raid is over. As your score increases, the length of the raids also increases, making them worth lots of points.
* On the 9th wave, the mushrooms begin scrolling down very quickly, roughly one row every two seconds. They don't stop unless you kill the Millipede, shoot a DDT bomb, or lose a life. You have to do one of these three things quickly, or you'll be overwhelmed by mushrooms on the bottom.
First try to hit a DDT bomb. It's a good idea to clear a path to one before the wave starts. If you can't use a DDT, try to kill the Millipede before the mushrooms get too low. As a last resort, die on purpose.
The scrolling wave follows the Mosquito raid. If you can shoot a lot of Mosquitoes in the raid, the mushrooms scroll way up the screen, and you'll have plenty of time to kill the Millipede while the mushrooms come back down. Remember, if you scroll the mushrooms way up the screen, you won't be able to fire very fast. You'll have to take single shots, making sure you hit the Millipede each time.
* You can have a maximum of 4 DDT bombs on the screen at any given time. Wait until either the Millipede is right next to one or there is a heavy concentration of enemies before setting it off.
* Beetles can cause a lot of problems if they aren't dealt with quickly. Of course, if you have your mushroom corridor set up, they may be a blessing. Since they create flowers in their path that are immune to your Archer's arrows, this would help prevent you from shooting them accidentally. Of course, you still have to worry about the Spiders and DDT bombs.
* Keep track of where the Earwigs move across the screen. As soon as a Millipede's head hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. Unlike in "Centipede", the Millipede's head turns a different color when it is heading directly for the bottom of the screen. In the later attack waves, it is not uncommon to have multiple Earwigs going across the screen. They also provide the most points in the game.
* If you get unlucky and let the Millipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend again and remain in the player area. If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Millipede parts in the player area or until your Archer is destroyed.
* If your Archer gets destroyed, all partially-destroyed mushrooms and all poisoned mushrooms are reset. Flowers created by Beetles are also changed back into mushrooms. You then start at the beginning of the wave you got killed on.
* Depending on the difficulty the machine is set up at, the following events occur :
1) At Easy, the Spider moves slowly up to 10,000 points. At Hard, the Spider moves slowly up to 5,000 points.
2) At Easy, the Beetle moves slowly up to 400,000 points and four Beetles appear in each round after 500,000 points. At Hard, the Beetle moves slowly up to 300,000 points and four Beetles appear in each round after 350,000 points.
3) At Easy, Millipede heads enter from the sides of the screen at timed intervals. At Hard, Millipede heads enter from the sides of the screen faster than at Easy.
4) Regardless of setting, the Inchworm will move faster after the player reaches 80,000 points.
5) All other enemies move at their same speeds.
- SERIES -
1. Centipede (1981)
2. Millipede (1982)
3. Centipede (1998, PC CD-ROM; 1999, PlayStation/Dreamcast; 2001, Apple Macintosh)
4. Centipede Infestation (2011, Wii/3DS)
5. Centipede Origins (2012, App Store/Android)
- STAFF -
Designed & programmed by : Ed Logg (ED )
Attract mode programming : Mark Cerny (MEC)
Engineer / tech : Doug Snyder (DUG)
Hardware support : Dave Webienson (DEW), Don Wrightnour (DFW)
Support programmers: Brian McGhie (BBM), Franz Lanzinger (FXL), Dona Bailey (DCB)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Millipede [Model CX26118]"
Atari 2600 [EU] (1983) "Millipede [Model CX26118P]"
[US] Atari 5200 "Millipede [Model CX5248]" : Release cancelled
Atari XEGS
[JP] Nintendo Famicom (oct.1, 1987) "Millipede [Model HAL-ML]"
[US] Nintendo NES (oct.1988) "Millipede [Model NES-ML]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (may.2, 2007) "Centipede / Millipede"
[US] Sony PlayStation 4 (oct.18, 2016) "Atari Flashback Classics Vol.1"
[US] [EU] Microsoft XBOX One (nov.1, 2016) "Atari Flashback Classics Vol.1"
* HANDHELDS:
[US] Nintendo Game Boy (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA]"
Nintendo Game Boy [UK] (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPP-UKV]"
[US] Nintendo GBA (aug.15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]"
[EU] Nintendo GBA (sept.2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-P-PR7E-USA]"
* COMPUTERS:
[US] Atari 800 (1983) "Millipede [Model RX8048]"
[EU] Atari ST (1986)
Tandy Color Computer [US] (1987) "Kingpede"
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24, 2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Millipede F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Pole Position [Upright model] Update submitted by vecchiom
Pole Position (c) 1982 Atari, Incorporated.
Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Japanese version entry.
- TECHNICAL -
[Upright model]
The upright version of Pole Position came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The side art consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly at you. The control panel was done up in the same colors as the side, and featured an analog steering wheel and a two-position shifter. The upright version had a gas pedal, but no brake pedal.
- TRIVIA -
Pole Position was released by Atari, under license by Namco, in November 1982 in the USA.
This game was one of the choices presented to Bally/Midway from Namco for sub-licensing. Bally/Midway chose Mappy while Atari was left with Pole Position. Pole Position went on to become the biggest game of 1983.
20,400 units were produced by Atari (17,250 Uprights and 3,150 Cockpits).
Differences between Namco and Atari versions :
* Non-Japanese versions contain an extra dip switch setting (Speed Unit) that allows the user to toggle between using the English system and the metric system to measure the distance of one lap around the track (as shown on the title screen) and the speed of the player's car (as shown on the upper-right corner of the screen during game play). The original Japanese version does not have this dip and uses the metric system only.
* On the title screen, the distance of one complete lap around the track is displayed. In non-Japanese versions, if the 'Speed Unit' dip is set to using the metric system (km/h), the distance is expressed in kilometers and thousandths of a kilometer ('1LAP 4.359 km'). If it is set to using the English system (mph) the distance is expressed in miles and thousandths of a mile ('1LAP 2.709mi.'). The Japanese version displays this distance in meters (1LAP 4539M).
* In the Atari version, at the start of the game, a blimp with the word 'Atari' carries a white banner with the words 'PREPARE TO QUALIFY' across the screen (A female announcer can be heard saying 'Prepare to qualify!' as the blimp and banner fly across the screen). In the Namco versions, a Goodyear blimp carries the message. In the world version, the message is displayed in a different font from the Atari version. In the Japanese version, the banner's message is in Japanese, and the voiceover announcer speaks in Japanese.
* If the racer qualifies in non-Japanese versions, the blimp will fly across the screen again, only this time carrying new white banner with the words 'PREPARE TO RACE'; also the announcer will say, 'Great driving. You qualified to race'.
* There are billboards for "Dig Dug", "Centipede", and Pole Position in the Atari versions and 'Pepsi', 'Marlboro', 'Martini', and 'Champion' in all Namco versions.
* When the player completes a lap, the sign above the cars at the start/finish line says "Fuji" in the Atari version and "Namco" in all Namco versions.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Pole Position [Model CX2694]"
[US] Atari 5200 (1983) "Pole Position [Model CX5217]"
Atari XEGS
[US] GCE Vectrex (1983) "Pole Position [Model 3206]"
[US] Mattel Intellivision (1988) "Pole Position [Model 9004]"
[US] Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
[US] Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
[US] Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
[US] Sony PS2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
[US] Microsoft XBOX (oct.9, 2002) "Namco Museum"
[US] Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
[US] Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[US] Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[US] Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
* HANDHELDS:
[US] Nintendo GBA (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
* COMPUTERS:
[US] Texas Instruments TI-99/4A (1982) "Pole Position [Model RX8534]"
[US] Atari 800 (1983) "Pole Position [Model RX8034]"
[US] Commodore VIC-20 (1983)
[US] Commodore C64 (1984) "Pole Position [Model RX8536]"
[US] PC [MS-DOS] (1986) by Datasoft
[US] PC [MS Windows, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade"
[US] PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
[US] Ms. Pac-Man TV Game (2004) by Jakks Pacific
[US] Ms. Pac-Man TV Game Wireless Version (2005) by Jakks Pacific
[US] Apple iPhone/iPod (2008) "Pole Position Remix [Model 290895945]" : Features updated graphics, music, and all of the tracks from "Pole Position II", plus a new track.
[US] Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
- SOURCES -
Game's ROM.
Accepted [+] [X] Pole Position [Upright model] Update submitted by vecchiom
Pole Position (c) 1982 Namco.
Pole Position is a 1-player game using a color raster-scan video display. Game action takes place at the Fuji Speedway in Japan. The scenery around the speedway consists of green meadows, hills, and snow-capped Mt. Fuji.
The player drives a Formula-1 race car on the track. The first objective of the game is to finish the qualifying lap as quickly as possible. If the player beats the clock, he or she qualifies for the race. If not, he or she drives out the remainder of the time along the qualifying course.
As a qualifier, the player is ranked according to his or her qualifying lap time, from the 1st (pole) position to the 8th. The second objective of the game is to race against the clock and other cars to finish the specified number of laps ('Nr. of Laps' dip switch setting; 3 laps is the default) of the race as fast as possible and to achieve the highest score possible. The player earns points for passing cars, driving on the track, and finishing the race with time remaining. He or she is rewarded with an extended-play lap for completing the first lap within a certain amount of time (depending on the 'Extended Rank' dip switch setting).
The game starts with the player's car behind the starting line and a certain amount of time, in seconds ('Game Time' dip switch setting; the default is 90 seconds), will be on the clock. The player's car must finish the qualifying lap within a certain amount of time (which varies depending on the 'Practice Rank' dip switch setting) to be in the race. If the player does not qualify, his or her car continues on the track until the 'Game Time' elapses.
If the player has qualified, just before the race begins, the player's car (flashing on the screen) is placed at the starting line with seven other cars. The position of the car depends on the position earned during the qualifying lap. (The player's car is always placed at the 8th position in the attract mode.)
The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, road signs, and water puddles. (All of these hazards except for water puddles are also present on the qualifying lap.) As the race progresses, more cars appear on the track. If the player's car hits another car or a road sign, it is destroyed in an explosion. The player's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the player's car.
Racing into the first turn, the player must let up on the accelerator slightly to make the corner. Road signs flash along the side of the track. Depending on how well the player manipulates the controls, he or she can either roar through the hairpin turns like a champion or spin out in a flaming crash. He or she jockeys for position with the other racers, while keeping his or her eye on the clock at the top of the screen. When time runs out, the race is over. If the player has beaten the racing lap time and has seconds remaining, the remaining seconds are added to the extended lap time, which varies depending on the 'Extended Rank' dip switch setting.
The top score achieved by a player appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appears last.
- TECHNICAL -
[Upright model]
Game ID : PP
Main CPU : Zilog Z80 (also drives the sound), Zilog Z8002 (x2)
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)
Players : 1
Controls : Steering wheel, gear shifter (Hi and Low)
Pedals : Accelerator only
- TRIVIA -
Pole Position was released in September 1982 in Japan.
When Pole Position was introduced, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. It started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and was a huge success, dominating game charts for almost about two years.
Pole Position was the first driving game to be based on a real circuit. The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background.
* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic," Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game."
* The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females," Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to: racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to 'Pac-Man', and I see them take to racing games, almost regardless of what the racing game is."
* Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out," Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that."
* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door.
Pole Position is widely cursed by collectors as having the worst hardware design of any arcade game released in the 1980s. Internal documents that have recently surfaced bear this fact out. The circuit board underwent a large number of modifications and design changes that, while finally allowing the game to function, made the boards fragile. Proof can be found by the piles of Pole Position video PCBs with burnt edge connectors sitting on collectors' workbenches. Working replacement Pole Position PCBs are very hard to find these days, and almost all of the known repair shops won't even look at them, much less attempt to fix them.
Les Lagier holds the official record for this game with 67,310 points.
A Pole Position cockpit model appears in the 1983 movie 'Joysticks'.
A Pole Position upright model appears in the Judas Priest music video 'Freewheel Burning'. The gameplay shows the head of Rob Halford (lead singer) in the player's car.
- SCORING -
Points are scored for every foot of track driven.
At the end of the game, 50 points are scored for each car the driver passed.
Finishing the game awards 200 points for each second left on the timer.
Qualifying Lap Placement Bonus :
(Qualifying times vary depending on the 'Practice Rank' dip switch setting)
Pole Position (1st place) : 4,000 points
2nd place : 2,000 points
3rd place : 1,400 points
4th place : 1,000 points
5th place : 800 points
6th place : 600 points
7th place : 400 points
8th place : 200 points
- TIPS AND TRICKS -
* Hints for Game Play :
1) Avoid puddles and the sides of the track because these slow you down.
2) Accelerate before the green light appears, and stay ahead of other racers.
3) Drive to the inside of the track to make the corners.
4) Successful completion of a turn depends on braking skill.
5) Engine sound will cue the driver when to shift to high gear.
6) When sliding, steer into the skid.
* Instead of pressing down on the gas pedal for acceleration, placing your foot underneath the gas pedal and lifting the pedal up with your instep caused the car to go even faster.
- SERIES -
1. Pole Position (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1994)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Sound : Nobuyuki Ohnogi
- PORTS -
NOTE: For ports released in North America, please see the Atari version entry.
* CONSOLES:
[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.1 [Model SCES-00243]"
[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
* COMPUTERS:
[EU] Commodore C64 (1984)
[EU] BBC Micro (1984)
[EU] Sinclair ZX Spectrum (1984)
[US] PC [MS DOS] (1988)
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
[EU] Apple iPhone/iPod (2008) "Pole Position Remix" : Features updated graphics, music, and all of the tracks from "Pole Position II" plus a new track.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Burger Time [Model 333] Update submitted by vecchiom
Burger Time (c) 1982 Bally Midway Mfg. Co.
Stand-alone version by Bally/Midway for the USA. Game originally developed by Data East for the DECO Cassette System and known as "Hamburger [Model DT-126]" in Japan. For more information about the game itself, please see the original Japanese version entry.
- TECHNICAL -
[Upright model] [No. 333]
- TRIVIA -
Burger Time was released by Bally/Midway, under license by Data East, in November 1982 in the USA.
Both this stand-alone version and the revised cassette version ("Burger Time [Model DT-126]") have been known to appear in the United States. The only way to visually differentiate between the two are by the different cabinet designs and artworks.
This stand-alone version plays identical to the later revision of the cassette version. The only electronic differences are :
* Now that the original cassette format has been dropped entirely, the 2-minute load time when the game is powered on has been eliminated.
* 'MFGD BY BALLY MIDWAY MFG. CO.' has been added to the copyright information on the title screen.
* When entering initials, the selected letter now turns invisible as the chef carries it to the front of the player's score. The letter reappears as soon as it reaches its destination and the chef returns to the grid.
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released outside North America and Japan, please see the Data East stand-alone version entry. For Japanese releases, please see the original Japanese release entry, "Hamburger [Model DT-126]".
* CONSOLES:
[US] Atari 2600 (1982) "BurgerTime [Model MT4518]"
Mattel Intellivision [US] (1982) "BurgerTime [Model 4549]"
Colecovision [US] (1984) "BurgerTime [Model 2430]"
[US] Nintendo NES (may.1987) "BurgerTime [Model NES-BR]"
[US] Sony PlayStation (nov.30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]"
[US] Atari 5200 (2004) "Beef Drop"
[US] Atari 7800 (2005) "Beef Drop"
[US] Nintendo Wii (feb.19, 2010) "Data East Arcade Classics [Model RVL-R26E-USA]"
* HANDHELDS:
[US] Nintendo Game Boy (mar.1991) "BurgerTime Deluxe [Model DMG-GM-USA]"
* COMPUTERS:
Mattel Aquarius [US] (1982) "Burgertime [Model 4653]"
PC [Booter] [US] (1982)
PC [MS-DOS] [US] (1982)
[US] Apple II (1983)
Texas Instruments TI-99/4A [US] (1984) "BurgerTime [Model PHM 3233]"
[US] Commodore C64 (1984)
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2"
[US] Atari 800 (2005)
* OTHERS:
LCD handheld game [US] (1982) by Mattel
LCD Handheld Game [US] (1982) by Bandai
VFD Portable Game [US] (1983) by Bandai
Mobile Phones [US] (jul.17, 2003)
- SOURCES -
Game's ROM.
Accepted [+] [X] Burger Time Update submitted by vecchiom
Burger Time (c) 1982 Data East.
Stand-alone release of "Hamburger [Model DT-126]". For more information on the game itself, please see the original release entry.
- TECHNICAL -
Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound CPU : MOS Technology M6502 (@ 500 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1 (PEPPER)
- TRIVIA -
Burger Time was released in August 1982 in Japan.
The game was originally titled "Hamburger" in Japan, but was renamed "Burger Time" before being exported internationally. It was originally made for the DECO Cassette System, an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally/Midway licensed this title soon after its original release, and redesigned the hardware to drop the cassette altogether. The Bally/Midway version of the game sold vast quantities when compared to the original.
This stand-alone version, manufactured without Bally/Midway's involvement, features a different attract mode.
When starting a new game (and a new life after getting caught), the game start display says 'Game Ready'. This was corrected to 'Get Ready' in the Bally/Midway version. It originally said 'Game Start' in "Hamburger".
When the chef runs out of pepper, the 'Pepper' display blinks, but there is no warning sound.
In the Data East USA version :
* Gameplay is noticeably much faster than the other versions.
* 'Lives' dip switch can be set to 30,000, 50,000, 80,000, or None.
* The attract mode is exactly the same as the Bally/Midway version except for the different copyright information on the title screen.
Bryan Wagner holds the official record for this game with 11,512,500 points on September 19, 2008.
- TIPS AND TRICKS -
Stage 1
The introductory stage is very spacious and balanced, and you will only have to contend with three copies of Mr. Hot Dog and one copy of Mr. Egg. No one section of the stage presents any danger since ample escape routes can be found. At most, the burger layers only need to drop through five floors, so this stage won't take you as long as some of the other stages. Use this stage to understand the nature of the enemies' movement. Note how they tend to alternate between walking across a floor and using a ladder whenever they encounter one or the other that brings them closer to your position. Setting up the layers to allow enemies to drop with them is fairly easy to do.
Stage 2
While this stage features the same number of enemies as the previous stage, the layout of the floors makes the top portion of the screen much safer than the bottom portion. With the limited space and choices in the lower half of the stage, it is best to save it for last when you have no choice but to clear it. Focus on getting to the top as quickly as possible, but watch out for where the enemies are appearing. Staying on a ladder for a little while is a great way to lure enemies to a lower floor than the one you intend to visit. Once the two side burgers are complete, you must venture down the center of the stage. Before you do, draw the enemies as high as possible before heading down the center. Once you're ready to clear the stage, try to lure an enemy on to a top bun before dropping it. If you time it well, the enemies can clear the stage for you faster than you could. Note that the lower floors where the burgers wait are dead ends.
Stage 3
Even though you must build six burgers with only three layers each, this stage is a lot tougher than it looks. This time, six enemies will pursue you, including the never-before-seen Mr. Pickle. First and foremost, you need to get out of the bottom portion of the stage as quickly as possible. And the left is not a good choice for escape routes. If the copy of Mr. Pickle that enters from that side doesn't get you, another enemy is almost sure to come down that left ladder and trap you. Instead, head immediately for the right. If you're an expert player, you may choose to complete that lower right hamburger before continuing on to the top, but the more time you spend there, the bigger opportunity you give the enemies to trap you. Beginners should climb the right side of the stage all the way to the top in order to gain a little control over the enemies' movements. Like the previous stage, focus on completing the burgers at the top before tackling the lower burgers on either side.
Stage 4
You may feel a little daunted by the task at hand when you first see this stage: four hamburgers composed of eight layers. That's a lot of walking. But if you remember to focus your efforts on the top buns as much as possible, you won't waste a lot of time. The ladders are arranged in such a way that continuous climbing is difficult to accomplish. Instead, you and the enemies are more likely to staircase your way through the stage in order to get around. This can be a blessing and a curse. It's good because the enemies have few direct paths or multiple options to attack you from. It's bad because you need to become very skilled at controlling the chef in order not to slow down as you progress up or down the screen. The chef can feel very sluggish on ladders, and it can be difficult at first to properly time his transitions from ladder to floor and back to ladder again. By the time you complete this stage however, you'll have plenty of practice.
Stage 5
If you think that this stage is easier than the last stage because there's only half as many burgers to make, you're wrong. The layout of the stage is such that you have very few options to get from one section to another. Fewer options to move means fewer chances to escape so you must plot your course through this stage very carefully in order to avoid the six enemies that will be occupying the stage with you. There are two strategies to take. One involves luring the enemies to the lower right hand portion of the stage to keep them occupied for a while. This can be risky however, since you might become trapped from above and below. The other strategy is to employ pepper more liberally, provided you have a good supply by this stage. If you intend to use pepper, and wish to make the most use out of it, be sure to freeze enemies while they are standing on top of a layer so that you can walk across the layer and send it falling several stories with the enemy on board.
Stage 6
This is the last new stage that you will see before the game repeats the cycle of stages over again. In the heat of the moment, it's very easy to assume that certain paths on this stage connect when in fact they don't. Total comprehension of your available escape routes will decrease your chances of getting trapped and increase your chances of survival. The burgers on the side are especially dangerous since every layer is perched on a dead end. If an enemy is following you, it's relatively easy to drop a burger layer with the enemy standing on it, but getting out of the area can be tricky if you are too slow and allow another enemy to pursue you. You'll need to employ every trick that you've learned in the previous five stages to make it out of this one. The most important thing is not to panic.
Beyond Stage 28
The game will continue normally until stage 28. Starting on stage 28 the enemies move about 2 1/2 times faster than they did before. After 90 seconds (if you can survive that long on one chef), they slow down to a crawl, moving one step every 5 seconds. You can still die if you run into the enemies. The chef's speed never changes. If you can make it to the top of the board (28), you can find the "safe" spot. You can hide out here until they slow down. You will need new patterns for each board to group the enemies, and wait each time for each drop. It can take 1-1 1/2 hour per board at this level.
- PORTS -
NOTE: Only ports released outside Japan and North America are listed here. For Japanese ports, please see the original Japanese release entry, "Hamburger [Model DT-126]". For ports released in North America, please see the Midway entry.
* CONSOLES:
[EU] Sony PlayStation (mar.1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
* HANDHELDS:
[EU] Nintendo Game Boy (1991) "BurgerTime Deluxe [Model DMG-GM-NOE]"
[UK] Nintendo Game Boy (1991) "BurgerTime Deluxe [Model DMG-GM-UKV]"
* COMPUTERS:
[EU] Commodore C64 (1984)
[EU] BBC B (1984) "Mr. Wimpy" by Ocean
[EU] Acorn Electron (1984) "Mr. Wimpy" by Ocean
[EU] Oric (1984) "Mr. Wimpy" by Ocean
[EU] Sinclair ZX Spectrum (1984) "Mr. Wimpy" by Ocean
[EU] MSX (1986) "Mac Attack"
[AU] VTech Laser-VZ "Hamburger Sam"
[EU] Amstrad CPC
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Pengo [Model 834-0386] Update submitted by vecchiom
Pengo (c) 1982 Sega.
Pengo is an action game set in an overhead maze constructed of ice blocks. The player controls Pengo, a red penguin that lives in the Antarctic and fights the blob-like Sno-Bees. The objective of the game is for Pengo to survive a series of rounds by eliminating all Sno-Bees, while amassing bonuses by bringing together the three diamonds dispersed in the maze.
The Maze itself is an interactive environment. Each section of wall is a block of ice that can be pushed onto the Sno-bees to destroy them. Pressing the button while pushing the joystick will cause Pengo to push the ice block in the direction he is facing. The block will slide until it hits either a wall or another ice block, crushing any Sno-Bees in its path. Crushing more than one Sno-Bee at once will increase the number of points awarded.
As the player crushes the Sno-Bees, new ones hatch from eggs located within ice blocks. At the start of each level, blocks that contain these eggs are briefly identified by flashing the colour of that level's Sno-Bees. Eggs can be eliminated by crushing the ice blocks that contain them. If Pengo pushes a side wall at the edge of the screen, the water vibrates, any adjacent Sno-Bees will be briefly stunned and are eliminated if Pengo walks over them in this state.
The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed but can be re-used by Pengo.
After 60 seconds elapse in a round without a player or enemy death, the game enters into sudden death mode; the music tempo and movement of the Sno-Bees accelerates. If a single Sno-Bee remains in the round, a jingle plays and the Sno-Bee accelerates in an attempt to reach a corner, where it safely fades away.
- TECHNICAL -
Game ID: 834-0386
Main CPU: Zilog Z80 (@ 3.02 Mhz)
Sound Chips: Namco 3-channel WSG (@ 96 Khz)
Players: 2
Control: 4-way joystick
Buttons: 1 (PUSH)
- TRIVIA -
Pengo was released in September 1982 in Japan and in October 1982 in the USA.
Pengo was developed by Coreland Technology. He makes a cameo appearance in "Up'n Down". If a player manages to pass the first 4 rounds in under a minute each, he will appear in the water of round 5 riding a surf-board.
Rodney Day holds the official record for this game with 1110370 points.
A bootleg of this game is known as "Penta".
- UPDATES -
Set 2 & 4 draws its maze much more quickly and has snappy original music, whereas Set 1 & 3's music is a copy of an instrumental pop song (Hot Butter - Popcorn - 1972).
Set 2, 3, 4 correct a Test Menu Bug.
The curtain speed is fastest on Set 2.
The demo mode is different in Set 2.
Set 4 introduced a number of changes to make the game flow faster than in previous sets.
- Number of frames before the level completion time is shown changed from 32 to 8.
- Number of frames after a time bonus is calculated changed from 128 to 64.
- Number of frames before the screen wipes after the player has died changed from 128 to a single frame.
Additional changes were made in Set 2:
- Delay before player can move at the start of a stage changed from 64 frames to 16 frames.
- Delay before the next level loads after an intermission changed from 64 frames to 16 frames.
- Delay before the sky rapidly changes colors in the intro changed from 64 frames to 48 frames.
- SCORING -
Smashing an ice block : 30 points.
Smashing an ice block with a Sno-Bee inside : 500 points.
Walking over a stunned Snow-Bee : 100 points.
Killing a Snow-Bee with an ice block : 400 points.
Killing two Snow-Bees at once with one ice block : 1600 points.
Killing three Snow-Bees at once with one ice block : 3200 points.
Killing four Snow-Bees at once with one ice block : 6400 points.
Lining up the three diamond blocks with one or zero of them touching a wall : 10000 points.
Lining up the three diamond blocks with two or more touching a wall : 5000 points.
Completing screen in under 20 seconds : 5000 bonus points.
Completing screen in 20-29 seconds : 2000 bonus points.
Completing screen in 30-39 seconds : 1000 bonus points.
Completing screen in 40-49 seconds : 500 bonus points.
Completing screen in 50-59 seconds : 10 bonus points.
Completing screen in 60 seconds and over : no bonus points.
- TIPS AND TRICKS -
* The last remaining Sno-Bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.
* The indicator at the top of the screen tells you how many Sno-Bees are remaining on the level, including those still in ice blocks.
* At the start of each level some ice blocks will flash. This indicates that there is a Sno-Bee inside and you can destroy the ice block to kill the Sno-Bee before it emerges.
* When you kill the last Sno-Bee you have a couple of seconds to crush up to four ice blocks for an extra 30 points each.
* Concentrate your efforts on lining up the diamond blocks. The 10000 points are the biggest single score in the game, and stunning all the Sno-Bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).
* Lining up the three diamond have another side effect: the remaining ice blocks with a Sno-Bee inside will be flash to the end of screen.
* Try to kill more than one Sno-Bee at a time, as two or more together are worth more points than killing them individually.
* Easter Egg: In the attract mode, push the two joys to up, press the two action buttons and one button of start game, and it will show the credits of the game. After a few seconds, the game will reset. The wait can be stopped pushing the 1P Start button.
- SERIES -
1. Pengo (1982)
2. Pengo! (2010)
3. Finger Pengo (2011, iPhone/iPod)
- STAFF -
Directed by: Nobuo Kodera
Programed by: Akira Nakakuma
Designed by: Shinji Egi
Involved in the project: Tsutomu Iwane
- PORTS -
* CONSOLES:
[US] Atari 5200 (1983) "Pengo [Model CX5236]"
[US] Atari 2600 (1984) "Pengo [Model CX2690]"
Atari XEGS
[JP] Sega Game Gear (oct.6, 1990) [Model G-3202]
[EU] Sega Game Gear (1991)
[JP] Sega Mega Drive (dec.22, 1995; "Pepenga Pengo [Model G-4133]")
[JP] Sega Saturn (feb.28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
Nintendo Wii [Virtual Console] [JP] (aug.4, 2009) Mega Drive version.
* COMPUTERS:
[US] Atari 800 (1983)
BBC Micro [EU] (1983)
[US] Commodore C64 [EU] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983, "Petch")
[EU] Commodore C64 (1983, "Petch")
Tandy Color Computer [US] (1983, "Pengon")
[EU] Amstrad CPC (1986, "Troglo")
Atari 800 (Pengon)
Commodore 64 (Pengon)
Dragon 32 (Pengon)
Vic-20 (Pengon) (unreleased?) (The only mention online is that the developer says he made it.)
Sinclair QL (Pengi) (1985) (The Pengi games are very close to the original arcade game.)
BBC Micro (Pengi)
Acorn Electron (Pengi)
PC [MS Windows 98] [JP] (1998) "Memorial Selection [Model HCJ-0147]"
* OTHERS:
LCD handheld game [US] (1982) by Bandai.
VFD portable game [US] (1983) by Bandai.
Blackberry [US] (aug.28, 2009; "Pengo Mobile [Model 3107]")
Mobile phones [US] (2003)
Apple iPhone/iPod [US] (feb.2, 2011) [Model 416880921]
- SOURCES -
Game's ROM.
Game's picture.
Arcade Retro Lounge; http://tips.retrogames.com/
Accepted [+] [X] Jungle Hunt Update submitted by vecchiom
Jungle Hunt (c) 1982 Taito American Corp.
Export release. Game developed in Japan. See the original "Jungle King" for more information about the game itself (except for differences and ports listed here).
- TRIVIA -
Jungle Hunt was released in October 1982 in the USA.
This reworked version of "Jungle King" was the end result of a copyright infringement lawsuit filed against Taito by the estate of Edgar Rice Burroughs, the creator of Tarzan.
Here's what makes Jungle Hunt different from Jungle King:
* Music is played at the places where the Tarzan yell was originally heard - at the beginning of the game and at the end of the avalanche stage - the same music that plays upon completion of the river stage.
* The player character is a safari-suited jungle explorer clad in a pith helmet, jacket, and shorts, instead of the Tarzan look-alike.
* The life-lines that the player character swings on between the trees in the first stage are ropes instead of vines.
The original version of the game, known as Jungle King, featured a character who looked like the well known (and very much copyrighted) Tarzan. The character even sounded like Tarzan when he bellowed out the famous scream after finishing the boulder stage (and at the beginning of the game). So, for legal reasons, the name was changed to 'Jungle Hunt' and the player character was changed to resemble a classic safari-suited jungle explorer complete with the standard issue pith helmet, jacket, and shorts. The bellowed scream at the end of the boulder stage was also entirely removed, replaced by the music from the end of the river stage.
A Jungle Hunt unit appears in the 1983 movie 'WarGames'.
Michael Torcello holds the official record for this game with 1,510,220 points.
MB (Milton Bradley) released a board-game based on this video-game (same name) in 1983.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Jungle Hunt [Model CX2688]"
[JP] Atari 2600 (1983)
Colecovision [US] (1983) "Jungle Hunt [Model 70007]"
[US] Atari 5200 (1983) "Jungle Hunt [Model CX5222]"
Atari XEGS
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
* COMPUTERS:
[US] Atari 800 (1982) "Jungle Hunt [Model RX8049]"
[US] Apple II (1983)
PC [Booter] [US] (1983)
[US] Commodore C64 (1983) "Jungle Hunt [Model RX8530]"
[EU] Commodore C64 (1983)
Texas Instruments TI-99/4A [US] (1983)
Commodore VIC-20 [US] (1984)
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Jungle King Update submitted by vecchiom
Jungle King (c) 1982 Taito.
Jungle King is a jungle adventure game where players take on the role of Jungle King, a Tarzan-like jungle man, who is going in search of his Jungle Princess, who has been kidnapped by a pair of barbaric cannibals.
Jungle King has four stages, each with its own unique scenarios, so each stage could be considered a separate game in its own right.
It is noticeable that this game scrolls from right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that.
Jungle King's gameplay is very similar to that of Activision's "Pitfall", a classic arcade game released on many home computer and console formats of the time.
The game's stages are as follows :
* The first stage, which may have been the best stage in the game, is set in a forest with a series of swinging vines. Players must use the JUMP button to move from right to left across the vines, while avoiding the monkeys that can send Jungle King falling to the ground. This level is easy to master, but players must time their jumps carefully to make it to the next vine.
* The second stage is set under a jungle river. Players must guide Jungle King through a river infested with alligators and crocodiles. This stage features a 'breath meter' that must be carefully watched to avoid drowning (players simply swim up to the surface to get more air). Jungle King is armed with a knife with which he can stab the crocs and gators, but this can only be done when their mouths are not fully open.
* The third stage is an avalanche with boulders rolling down a hill. The player simply uses the joystick to control Jungle King's climbing speed up the hill, and the JUMP button to leap over rolling boulders until they reach the end of the stage.
* The fourth and final stage has the player guiding Jungle King through a cannibal village. Jungle King must jump over the cannibals while their spears are down, and eventually make his way towards his Jungle Princess, who is being lowered into a pot to be boiled for supper.
On completion of the game, players are rewarded with a short 'I Love You' ending, and then the game begins again with increased difficulty.
- TECHNICAL -
Jungle King used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into the machine without modification (although the boardset for these early games tend to be expensive). The marquee to this title showed a 'Jungle King' logo, with the hero to the right of it and a (rather slutty looking) blond woman tied to a tree on the left hand side. Jungle greenery filled the rest of the marquee's surface area. The monitor bezel was decorated with a red and orange design, while the control panel overlay had a cartoony jungle scene on it.
Runs on the "Taito SJ System" hardware.
Prom Stickers: KN
Players: 2
Control: 8-way joystick
Buttons: 1 (JUMP/KNIFE)
- TRIVIA -
Jungle King was released in July 1982 in Japan and in August 1982 in the USA.
Jungle King was the first 'side-scrolling, jumping & attacking game with a humanoid character', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.".
This was also the first video game ever to feature a Tarzan look-alike as a playable character. But, Taito never bothered to get permission from the estate of Edgar Rice Burroughs, so they were sued for copyright infringement for using Tarzan's likeness. So this title quickly went out of production, and is rather rare today. They later reworked the graphics, and the game reappeared in October 1982 as Jungle Hunt. Please see the Taito America "Jungle Hunt" entry for a list of the cosmetic changes made to the game.
A prototype of this game is known as "Jungle Boy".
A reworked version of this game is known as "Pirate Pete".
This game was released in Brazil in 1983 under the "Jungle Hunt" moniker, but none of the other post-lawsuit changes made for the Taito America version were implemented.
A Jungle King unit appears in the 1983 movie 'Joysticks'.
- UPDATES -
A version of Jungle King is known to exist with alternate sound.
- SCORING -
Successfully jumping between vines : 100 points
Stabbing Crocodiles and Alligators : 100 points
- with open jaws : +100 points
- in deep water : +100 points
Jumping over a rock : 200 points
Ducking under a rock : 100 points
Running under a rock : 50 points
Jumping over a cannibal : 100 points
Finishing stages 1-3 : 500 points
Finishing stage 4 (jump into and rescue woman) : timer bonus
- TIPS AND TRICKS -
* Forest :
1) The main thing to remember on this stage is timing. Some vines swing faster then others. As you go farther into the game, the vines will really start to swing fast so you must be able to time your jumps accordingly.
2) The best place to catch a vine is in the middle or lower (ideally the bottom of the vine is the best). This way, you give yourself enough jumping room to get to the next vine.
3) Don't just start jumping to the vines without looking. If a vine is moving away from you, wait until it's halfway to you, then jump.
4) At the later levels, monkeys will appear on the vines. If you hit a monkey while trying to leap for a vine, the monkey will knock you down to the ground.
5) After the fourth level, your jumps will become slower. You will need to start your jump before the vine you are on reaches its maximum forward swing position. This will give you a small boost in jumping power.
* River :
1) On this stage, you will be swimming through a jungle river. Things to remember are to keep track of your Diving Display. If the bar goes all the way to the left, your man will become a floater. Swim up to the surface every now and then for a breath of air.
2) The biggest hazards are the crocodiles and alligators. Fortunately, you have your trusty knife with you. In order to kill a croc or gator, their mouths have to be closed. If they aren't, you will become free food. Also, if you collide with any part of a croc or a gator, you will die. Extra points are awarded if you stab them when their mouths are partially open, or if they are deep in the water. There are two types of alligators distinguishable by their "teeth". Small-toothed alligators act normal. Big-toothed alligators, however, are faster, will try to follow you, and will move up and down very quickly.
3) Another hazard is the air bubbles. If you happen to swim into them, they will push you immediately to the surface regardless of what hazards may be in your way. The best way to work around this is to vary your speed by moving the joystick left and right and time it so that there are no hazards above the air bubbles.
* Avalanche : This is probably the easiest screen.
1) The main obstacle here are large and small boulders which you must dodge in some way. The small boulders can be avoided by jumping over them, but to dodge the large ones, you may either jump, run, or duck by pulling down on the joystick.
2) Moving the joystick left or right controls your speed up the hill. If you hold the joystick left or right, your character will jump at mid-level. If you hold the joystick in an up-left or up-right position, he will jump at his peak level. Try to judge whether a boulder is going to be high or low by the time it reaches your current position. If it's going to be in mid-air, and you find it unsafe to jump or duck, just move to a safer position as quickly as possible.
3) In later levels, the larger boulders are seen more frequently, and small boulders fall down the mountain in groups.
* Cannibals : Probably the hardest screen because you have to time your jumps in between the two cannibals...
1) Get right next to the first cannibal. Keep in mind, you can only jump when their spears aren't in the air or you will be skewered.
2) Also, watch the vine that Jungle Princess is tied to. It is going up and down, so you have to time your jumps for both the cannibals and your woman.
3) The cannibals wander back and forth at slightly different rates. Because of this, they get close together, then spread out again.
4) You have to jump between the cannibals, then jump up when Jungle Princess is at the lowest point on the vine. This will require timing and there is no pattern or trick. Just keep in mind that if you can't get to her, jump back to your original position or the second cannibal will get you.
5) On the later levels, everything moves much quicker, and a third cannibal joins them up on the tree. He will shoot blow darts at you that you must move to avoid.
- PORTS -
Home conversions didn't start appearing until long after the aforementioned lawsuit by the Edgar Rice Burroughs estate against Taito was settled. Please see the Jungle Hunt (Taito America) entry.
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Q*bert [Model GV-103] Update submitted by vecchiom
Q*bert (c) 1982 Gottlieb.
The object of the Q*bert game is to change the color of the top of the cubes to the Destination Color indicated at the upper-left corner of the screen (below Player 1's score) by hopping onto them. When all the cubes in the pyramid have been changed to the Destination Color, the screen will advance to the next round, with the player-controlled Q*bert character starting back on the top cube. At the beginning of each level, there will be a short demonstration cycle with Q*bert hopping around four cubes to explain to the player the play action of each level. Each level consists of four rounds. The current level number and round number is displayed at the upper-right corner of the screen (below Player 2's score in a 2-player game).
Gameplay starts with Q*bert appearing at the top of the pyramid. The joystick will move Q*bert from cube to cube by hopping in any of four diagonal directions. Q*bert can move anywhere on the pyramid, but jumping off will kill him. Hopping onto a rotating disk will take Q*bert back to the top of the pyramid. In the first two rounds of play, Q*bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top row of the pyramid and bounce downwards. The red balls will fall off the bottom, but the purple ball will stop at the bottom and hatch into Coily, the snake which chases Q*bert. To get rid of Coily, lure him to the edge, then jump unto a disk. The disk will take Q*bert back to the top and Coily will fall off, awarding 500 points and clearing the board of all other 'nasty' characters.
Starting at the third round of play, other 'nasty' characters come into play. The green characters or objects are safe to hop onto and will award points. All other 'nasty' characters are deadly to touch. In the third round the red balls will stop falling, but two purple characters named Ugg and Wrong Way will appear at the lower portion of the pyramid and travel sideways and upwards (Ugg is the one with the snout moving from right to left on the right face of the cubes, and Wrong Way is the one with the big eyes moving from left to right on the left face of the cubes). They will not chase Q*bert, but will move randomly to get in Q*bert's way. In the third round and every round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping Q*bert onto the green ball will award 100 points, and freeze all the 'nasty' characters on the screen for a few seconds, but 'Q*bert' will still be able to move to complete the color changes.
During the fourth round of play, two green characters named Slick and Sam will appear, based on the internal timer (Slick is the one wearing shades; Sam does not wear shades, otherwise their function is identical). They will drop onto the second-from-the-top row of the pyramid and hop randomly downwards. If they hop onto a cube that Q*bert has already changed the color of, the cube will change to a different color to thwart Q*bert. Hopping Q*bert onto Slick or Sam will stop them and award 300 points.
Throughout the remaining rounds, all the characters and objects will appear in random combinations with increasing speed.
To add variety to the game, the disks will change positions every round, and in the higher levels the number of disks will change.
During Level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This means that each cube would have to be hopped on twice to change the pyramid to the Destination Color, completing the Round.
Starting at Level 3 and for all remaining rounds, and levels, the play action will become more difficult. The object remains to change the cubes to the Destination Color, but if Q*bert hops on any cube, that cube will change color. So even if the cube has already been changed to the Destination Color, it will change again.
Here is a rundown of how all the colors change :
Legend :
S - Starting Color
I - Intermediate Color
D - Destination Color
LEVEL 1 : When Q*bert jumps on S or I, it changes to D. When he jumps on D, it stays at D (NOTE : During the fourth round, when Slick/Sam jumps on D, it changes to I).
LEVEL 2 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it stays at D.
LEVEL 3 : When Q*bert jumps on S, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.
LEVEL 4 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to I. Q*bert must start again.
LEVEL 5 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.
LEVELS 6-9 : Same color pattern as Level 5. The difference is the increased speed of Q*bert and the 'nasty' characters.
There are also bonus points awarded at the end of each round for successfully completing the round. The bonus for the completion of the 1st round is 1,000 points. This Bonus will progressively increase each Round by 250 points to a maximum of 5,000 points at Level 5.
- TECHNICAL -
Game ID : GV-103
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01
Players: 2
Control : 4-way joystick (diagonal)
- TRIVIA -
Q*bert was released in October 1982 in the USA.
Licensed to Konami for Japanese distribution (February 1983).
Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*bert changing the color of the cubes. Q*bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '@!#?@!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*bert falls off the pyramid.
A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch), and Ugg and Wrong Way (low pitch). The only true speech ever generated is Q*bert saying 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after the player enters his or her initials at the end of a game.
Approximately 30,000 units were produced by Gottlieb.
Several early cabinets were produced with '@!#?@!' on the marquee.
Bob Gerhardt holds the official records for this game in 'Marathon' setting with 33,273,520 points on November 28, 1983.
Tom Gault holds the official records for this game in 'Tournament' setting with 1,895,565 points.
A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow soft drink, but it was never released to the market.
As well as being a huge commercial success as a game, Q*bert also provided revenue from its many tie-in products. Toys, games, and other products bearing the hero's likeness all sold well. There was even a Q*bert cartoon; Saturday Supercade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*tee (Q*bert's girlfriend), Q*bit (his little brother), and others.
Such was the character's popularity at this time that Gottlieb assigned pinball designer, John Trudeau ("Creature From the Black Lagoon", "Congo"), to devise a Q*bert pinball. It was called "Q*bert's Quest" and Trudeau created an innovative design pattern that should have sparked arcade goers to try it. Remarkably, the table was a commercial flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times.
A Q*bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.
Parker Brothers released a board game based on this videogame (same name) in 1983. The object of the game is to be one of the 'noser elite' by removing more pegs from the pyramid than your opponent. A peg plugged into a cube simulates the Starting Color; a peg removed from a cube simulates the Destination Color. One player takes on the role of the hero, Q*bert, who must make his way around the pyramid trying to remove as many pegs as he can. A second player controls the 'nasty' characters out to thwart Q*bert. This board game has Ugg and Wrong Way reversing their positions; Ugg moves from left to right on the left face of the cubes, and Wrong Way moves from right to left on the right face of the cubes. Also, Slick is featured in the board game, but not Sam.
The main characters make an appearance on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Q*bert changes a cube from the Starting Color to the Intermediate Color : 15 points (NOTE : In Level 4, you get no points when Q*bert changes a cube from the Destination Color back to the Intermediate Color.)
Q*bert changes a cube to the Destination color : 25 points.
Q*bert catches the Green Ball : 100 points
Q*bert catches Slick/Sam : 300 points.
Q*bert lures Coily off the pyramid : 500 points bonus.
Bonus points for every round you complete : 750 points + 250 points x round number + 50 points per remaining disk.
- TIPS AND TRICKS -
* Control Panel Instructions :
Goal : Change the tops of all cubes to a new color by hopping onto them.
Joystick moves 'Q*bert' from cube to cube. Hopping onto a disk will take you back to the top.
All green objects are safe to hit. All other objects are deadly.
Destroy the snake by leading him to the edge, then jumping on a disk.
Stay on pyramid! Only jump off to use a disk.
* A big part of the game is waiting to see where 'nasty' characters are going to jump. You need to make sure you always time a jump at the same time the 'nasty' characters jump, so you can always have a clear path to a new square.
* Since the game only has nine levels, if you can master Level 9 then you should be able to play indefinitely since Level 9 repeats once you reach it and the game doesn't get any harder.
- SERIES -
1. Q*bert (1982, Arcade)
2. Q*bert's Qubes (1983, Arcade)
3. Q*bert 3 (1993, Nintendo Super NES)
4. Q*bert (1999, PC CD-ROM, Sony PlayStation)
5. Q*bert Rebooted (2014, Steam)
- STAFF -
Designed and programmed by : Warren Davis
Video graphics by : Jeff Lee
Cabinet graphics by : Terry Doerzaph
Audio by : David D. Thiel
- PORTS -
* CONSOLES:
Magnavox Odyssey 2 [US] (1983)
Philips Videopac G7000 [EU] (1982)
Colecovision [US] (1983) "Q*bert [Model 9800]"
[JP] Sega SG-1000 (1983) "Q*bert [Model OM-G001]"
Mattel Intellivision [US] (1983) "Q*bert [Model PB6360]"
[US] Atari 2600 (1983) "Q*bert [Model PB5360]"
[US] Atari 5200 (1983) "Q*bert [Model 9500]"
[US] Atari 7800 (unreleased prototype - "Bentley Bear In Q*bert")
Atari XEGS
[JP] MSX (1986) "Q*bert [Model RC746]"
MSX [EU] (1987) "Q*bert [Model RC746]"
[US] Nintendo NES (feb.1989) "Q*bert [Model NES-QB-USA]"
Sony PlayStation 3 [PSN] [US] (feb.22, 2007)
Sony PlayStation 3 [PSN] [EU] (may.18, 2007)
* HANDHELDS:
[EU] Nintendo Game Boy (1992) "Q*bert for Game Boy [Model DMG-P-QT]"
[JP] Nintendo Game Boy (jan.14, 1992) "Q*bert for Game Boy [Model DMG-QTJ]"
[US] Nintendo Game Boy (feb.1992) "Q*bert for Game Boy [Model DMG-QT-USA]"
* COMPUTERS:
[US] Atari 800 (1983) "Q*bert [Model 1120]"
BBC Micro [EU] (1983)
Commodore VIC-20 [US] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Q*bert [Model PB1550]"
[US] Commodore C64 [EU] (1983) "Hexpert"
Tandy Color Computer [US] (1983) "Cuber"
Tandy Color Computer [US] (1983) "Cubix"
Sinclair ZX-Spectrum [EU] (1983) "Pogo" by Ocean
[EU] Amstrad CPC (1984) "Er*Bert" by Microbyte
Texas Instruments TI-99/4A [US] (1984) "Q*bert [Model PB1620]"
BBC B [EU] (1984) "R*THER" by Acornsoft
Memotech MTX512 [EU] (1985) "Qogo"
Tandy Color Computer 3 [EU] (1987) "Pyramix"
[EU] Amstrad CPC (1987) "Crazy Er*Bert" by Alternative Software
[EU] Commodore Amiga (1992) "Q.Bic" by CodeMasters
[US] PC [MS Windows, CD-ROM] (2005) "Q*bert 2005"
* OTHERS:
VFD handheld game [US] (1983) released by Parker Brothers.
Mobile Phones [US] (june.13, 2003)
Apple iPhone/iPod [US] (jul.28, 2009) "Q*bert Deluxe [Model 325065512]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Joust Update submitted by vecchiom
Joust (c) 1982 Williams.
Joust is a platform-based action combat game for one or two-players (with the two-player game offering either team-up OR head-to-head combat; the first time arcade gamers were given this choice) in which each player controls a knight riding on the back of a flying ostrich.
The object of the game is to progress through platform-based levels by defeating groups of buzzard-riding enemy knights. This is achieved by 'jousting'; both enemy and player knights carry a lance and must fly around the level (actioned by repeatedly hitting the 'Flap' button) trying to oust rival knights from their steeds by ramming them with the lance. This can only be achieved if the attacking rider is above the enemy knight when the lance connects. A collision of equal elevations results in the two knights bouncing off each other, but if a player is lower than their enemy at the instant of contact, they themselves will be knocked from their steed and lose a life.
A defeated enemy will turn into an egg that falls to the bottom of the screen. This must be quickly collected by players as if the egg lands on a platform and isn't retrieved in time, it will eventually hatch into another enemy knight that must be defeated again.
Joust features three different types of enemy knights - Bounder, Hunter, and Shadow Lord - with each earning players different points values when defeated. A pterodactyl will appear after a predetermined time to hunt the players.
Accurately navigating the player Knights can be initially quite difficult as control is strongly affected by both gravity and inertia. Players can lose a life by either being knocked from their steed by an enemy knight, or by falling into the lava pit at the bottom of each level.
- TECHNICAL -
* The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four-color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-way leaf switch joysticks, or 2-way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones.
* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black.
The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", and "Stargate", only the ROM chips are different.
Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Players : 2
Control : 2-way joystick (LEFT and RIGHT)
Buttons : 1 (FLAP)
- TRIVIA -
Joust was released in September 1982 in the USA.
The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times.
Joust shares some sounds from "Defender" and "Stargate".
James Vollandt holds the official record for this game on 'Marathon' settings with 107,216,700 points.
Don Morlan holds the official record for this game on 'Tournament' settings with 1,002,500 points.
A Joust unit appears in the 1983 movie 'Joysticks'.
A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley.
- UPDATES -
Red version has a default high score of 107,212 points, Green and Yellow versions have 109,102 points as the default high score. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores.
- SCORING -
Killing enemies :
Bounder (Red) : 500 points.
Hunter (Silver/Gray) : 750 points.
Shadow Lord (Blue) : 1,000 points.
Pterodactyl : 1,000 points.
Getting killed : 50 points.
Picking up eggs or hatchlings : 250, 500, 750, or 1,000 points (progressive). The progression starts again when the player is killed or starts the next wave.
Picking up an egg before it touches the ground : 500 points.
Not dying during a Survival Wave : 3,000 points.
If neither player kills the other during a Team Wave (2-player game only) : 3,000 points for each player.
The first player who kills the other player during a Gladiator Wave (2-player game only) : 3,000 points.
- TIPS AND TRICKS -
* When you start the game, your man will be at the entry point at the bottom of the playing field. From the other entry points, enemy riders will appear. It will then be up to you to successfully defeat them. Learning to flap your ostrich's wings is the most vital aspect of this game. How fast or slow you flap the wings determines speed and maneuverability. Once you get good, you will be able to glide around and only flap for either altitude or to hit an enemy rider.
* The name of the game is height. Whoever is the higher rider during a joust is the winner. If you and an enemy collide on the same level, the impact will knock you both backwards a little and turn you both around. This can prove to be dangerous if more then one enemy is coming for you since the first one turns you around and the second knocks you off your mount.
* You need to pay particular attention to the screen setup on each wave. Different platforms may collapse forcing you to readjust your strategy accordingly. Using the 20-wave example from Chapter 6.4, I will give you some basic strategies...
a) During the non-pterodactyl waves and platform one is intact, your best bet is to hang out under the right side of platform one. The enemy riders have to drop to get to you. Just a quick press of the flap button should give you altitude over them and the easy kill.
b) If you lose platform one, the next best place is platform five. This forces the enemy riders to rise up to you. If you hover over the left or right edge, you can drop on enemy riders trying to rise up from the areas of platforms two and three. Of course, if any make it to your level, just sit on that entry point. When an enemy rider gets near, rapidly climb and move over toward the enemy to knock them off their mount.
c) When you only have platforms two and three, you will use a modified strategy from the one above. You will hover around the area that platform five was at. This forces the enemy riders to rise up to you, thereby exposing themselves to you dropping down on them.
d) If any of the above have Shadow Lords in them, you will have to be prepared to move around quickly since Shadow Lords are very fast and they tend to bounce off the top of the game screen.
* There are a couple of ways to kill off the pterodactyl during the pterodactyl waves :
1) First of all, you must be facing the pterodactyl in order to kill it.
2) If platform one still exists, then just wait for the pterodactyl and be ready for it to choke itself on your lance. If there are multiple pterodactyls, they usually come from opposite sides so the first one will have you turned around to meet the second one.
3) If platform one is gone, they use platform two to do your prehistoric hunting. If there are multiple pterodactyls, then you will have to move around until the second and subsequent pterodactyls are coming at your rider head on while you sit atop platform two.
4) If you are real good, you can kill the pterodactyls off in the air. You just have to make sure that your lance is evenly aligned with the pterodactyls mouth.
5) Pterodactyls also show up if you take too long on a wave. These can't be killed using the platform method. The only way is either in the air or to lose a man.
6) Some players take out all the enemy riders but one. Then they lead this rider toward the lave so the Lava Troll can grab them. The player then sits and hunts pterodactyls. This is a long process that is definitely loaded with peril.
7) If you get killed before killing the pterodactyl, it is very hard to get in position to kill the pterodactyl since it does involve a sort of rhythm. Also keep in mind that the enemy riders will still be trying to dismount you as you are hunting.
* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : When the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about two per second, for 1,000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.
* The Lava Troll hazard isn't too major unless you fly too close to the surface of the lava. If you do happen to get grabbed, flap rapidly to escape. It is also easy to hit enemies immobilized by the troll.
* After you hit an enemy rider, they become an egg. After a few seconds, the egg will hatch to the next hardest enemy rider. For example, a Bounder becomes a Hunter; a Hunter becomes a Shadow Lord. After that, it will always be a Shadow Lord. Some players leave one egg and then hover over it. When the enemy buzzard comes to pick up the rider, you knock him off the saddle again and collect the points. Again, the pterodactyl will show up soon to end this fun.
* Make sure you don't knock too many enemy riders off at once or there will be eggs scattered all over the place. This makes it hard to keep the enemy population down to a dull roar.
* Whenever your rider gets killed, he will appear at the entrance point all shimmery. If you let the sequence go, it will take up to five seconds for your rider to appear. During that time, he is immune to all attacks. Your rider will enter at the point there is the least amount of enemies. This is usually the very bottom platform. Keep in mind, the enemies also enter at these points.
* The game does reach a point where there are so many enemy riders running around, they are constantly bumping into one another. This, in effect, creates a wall which is very difficult and hazardous to navigate through. This means you have to split up the enemy
* If you die during a wave, try quickly to get your bearings so that you can get in position to continue depleting the enemy forces.
* The above tips are as valid for the two-player game as they are for the one-player game. In the two-player game, though, you and the other player can cover each other to make it more difficult for the enemy to knock you off your mounts.
* Phantom Energizer : In a two-player game (on a screen just before the middle ledge disappears) clear all opponents except one. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.
- SERIES -
1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)
- STAFF -
Designed by: John Newcomer (JRN)
Programmed by: Bill Pfutzenreuter (PFZ)
Game art by: Jan Hendricks (JAN)
Cabinet art by: Python Vladimir Anghelo
Others: (KFL), (CWK), Mike Stroll (MRS)
- PORTS -
* CONSOLES:
[US] [JP] Atari 2600 (1983) "Joust [Model CX2691]"
[US] Colecovision : Unreleased prototype
[US] Atari 5200 (1983) "Joust [Model CX5240]"
Atari XEGS
[US] Atari 7800 (1986) "Joust [Model CX7806]"
[JP] Nintendo Famicom (oct.30, 1987) "Joust [Model HAL-JU]"
[US] Nintendo NES (Octboer 1988) "Joust [Model NES-JU-USA]"
[US] Sega Genesis (1996) "Williams Arcade's Greatest Hits"
[EU] Sega Mega Drive (1996) "Arcade's Greatest Hits [Model T-97126-50]"
[US] Sega Saturn (1996) "Arcade's Greatest Hits [Model T-9703H]"
[US] Sony PlayStation (apr.10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]"
[EU] Sony PlayStation (sept.1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]"
[US] Nintendo SNES (oct.1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]"
[EU] Nintendo SNES (jan.8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]"
[US] Sega Dreamcast (june.27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]"
[EU] Sega Dreamcast (jul.28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]"
[US] Nintendo 64 (nov.14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
[US] Microsoft XBOX 360 [XBLA] (nov.22, 2005) [retired in 2010]
[EU] Microsoft XBOX 360 [XBLA] (dec.2, 2005) [retired in 2010]
[JP] Microsoft XBOX 360 [XBLA] (dec.10, 2005) [retired in 2010]
[US] Sony Playstation 3 [PSN] (may.24, 2007)
[EU] Sony Playstation 3 [PSN] (june.15, 2007)
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[US] Atari Lynx (1992) "Joust [Model PT5005]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJP-UKV]"
[US] Nintendo Game Boy (oct.1995) "Arcade Classic No. 4 - Defender & Joust [Model DMG-ADJE-USA]"
[US] Nintendo Game Boy Color (mar.1999) "Arcade Hits - Joust & Defender [Model DMG-AADE-USA]"
[EU] Nintendo Game Boy Color (apr.1999) "Arcade Hits - Joust & Defender [Model DMG-AADP-EUR]"
[US] Nintendo GBA (nov.22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]"
[EU] Nintendo GBA (nov.30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
[US] PC [Booter] (1983)
[US] Atari 800 (1983) "Joust [Model RX8044]"
ZX Spectrum (unofficial port) (1983)
Apple IIE (Jouster) (unofficial port) (1983)
Vic-20 (Space Joust) (unofficial port) (1983)
[US] [EU] Commodore C64 (1984) "Jouste"
BBC Micro (Atarisoft - unreleased)
Commodore 64 (Atarisoft - unreleased)
Vic-20 (Atarisoft - unreleased)
TI99/4A (Atarisoft - unreleased)
Sinclair QL (Knight Flight) (unofficial port) (1985)
[EU] Atari ST (1986)
[EU] Amstrad CPC (1986)
[US] Apple MacIntosh (1994)
[US] PC [MS Windows 3.1/DOS, CD-ROM] (1995) "Williams Arcade Classics"
[US] PC [MS Windows 95/DOS, CD-ROM] (1996) "Williams Arcade Classics"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
[US] Palm OS (aug.2001) "Midway Arcade Classic"
[US] Tiger Game.com (1997) "Williams Arcade Classics [Model 71-722]"
[US] Mobile Phones (nov.1, 2004)
[US] Apple iPhone/iPod (feb.23, 2012) "Midway Arcade [Model 476467441]"
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Donkey Kong Junior [Model DJR1-UP] Update submitted by vecchiom
Donkey Kong Junior (c) 1982 Nintendo of America.
Export release for North America. Game developed in Japan. For more information about the game itself, please see the "Donkey Kong Jr." (Japanese version) entry.
- TECHNICAL -
Upright model
Model # DJR1-UP
- TRIVIA -
Donkey Kong Junior was released in September 1982 in the USA.
The Japanese version, as well as some bootleg versions, have the suffix abbreviated in the printed title rather than fully spelled out ("Donkey Kong Jr.").
Donkey Kong Junior spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- UPDATES -
In these versions featuring the suffix fully spelled out in the title screen ('Junior.') :
1. You are only allowed to enter a name up to three letters long in the High Score list (instead of twelve).
2. In the Vines and Chains stages, Red Snapjaws regenerate at Mario's feet after being killed by fruit starting in L4 (instead of L5).
The Japanese boards have all four screens displayed in their original, logical order 1-2-3-4. For the US board, it was changed to somewhat match the original Donkey Kong's 'How High Can You Try/Get?' theme with the screen order as follows :
L1 : 1-4 (Springboard and Mario's Hideout stages both omitted)
L2 : 1-2-4 (Mario's Hideout stage omitted)
L3 : 1-3-4 (Springboard stage omitted)
From L4 onward, all four stages are displayed in order, as in the Japanese version.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- PORTS -
NOTE : Only ports released in North America are listed here. For ports released in other regions, please see the Japanese version's entry.
* CONSOLES:
Colecovision [US] (1982) "Donkey Kong Junior [Model 2601]"
Mattel Intellivision [US] (1983) "Donkey Kong Jr [Model 2671]"
[US] Atari 2600 (1983) "Donkey Kong Junior [Model 2653]"
Atari XEGS
[US] Nintendo NES (june.1986) "Donkey Kong Jr. [Model NES-JR-USA]"
[US] Atari 7800 (1988) "Donkey Kong Jr. [Model CX7849]"
* COMPUTERS:
[US] Atari 800 (june.1, 1984) "Donkey Kong Junior [Model RX8040]"
Tandy Color Computer [US] (1983) "Junior's Revenge"
Tandy Color Computer 3 [US] (1986) "Return of Junior's Revenge"
* OTHERS:
LCD tabletop game [US] (1983) by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games.
LCD tabletop game released by Nintendo (Game&Watch) [US]
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Moon Patrol Update submitted by vecchiom
Moon Patrol (c) 1982 Williams Electronics, Incorporated.
Export version by Williams Electronics for North America. Game developed in Japan by Irem. For more information about the game itself, please see the original Irem entry.
- TECHNICAL -
The Williams Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics style graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).
- TRIVIA -
Moon Patrol was released by Williams Electronics, under license by Irem, in August 1982 in the USA.
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released outside of North America, please see the original Irem entry.
* CONSOLES:
[US] Atari 2600 (1983) "Moon Patrol [Model CX2692]"
[US] Atari 5200 (1983) "Moon Patrol [Model CX5241]"
Atari XEGS
Colecovision [unreleased prototype]
[US] Sony PlayStation (nov.30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]"
Nintendo Game Boy Color [US] (may.1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUE-USA]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
* COMPUTERS:
[US] Atari 800 (1982) "Moon Patrol [Model RX8052]"
[US] Apple II (1983)
PC [Booter] [US] (1983)
Commodore VIC-20 [US] (1983)
[US] Commodore C64 (1983) "Moon Patrol [Model RX8533]"
Tandy Color Computer [US] (1983) "Moon Hopper"
Tandy Color Computer [US] (1983) "Desert Patrol"
Tandy Color Computer [US] (1983) "Lunar Rover Patrol"
TI-99/4A [US] (1984) "Moon Patrol [Model RX8531]"
Atari ST [US] (1987)
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2"
* OTHERS:
Mobile Phones [US] (jul.2, 2003)
- SOURCES -
Game's Rom
Accepted [+] [X] Tutankham Update submitted by vecchiom
Tutankham (c) 1982 Stern Electronics.
North American version. Game developed in Japan. For more information about the game, please refer the original Konami entry; "Tutankham [Model GX350]".
- TRIVIA -
Tutankham was released by Stern Electronics, under license by Konami, in July 1982 in the USA.
A Tutankham unit appears in the 1983 movie 'WarGames'.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Tutankham [Model PB5340]"
[US] Atari 5200; release cancelled.
[US] Mattel Intellivision (1983) "Tutankham [Model PB6340]"
[US] Colecovision (1984) "Tutankham [Model 9840]"
* HANDHELDS:
[US] Nintendo DS (mar.27, 2007) as 'Horror Maze' in "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]"
* COMPUTERS:
[US] Atari 800; release cancelled.
[US] Commodore VIC-20 (1983)
[US] Tandy Color Computer (1984) "The Touchstone"
[US] Texas Instruments TI-99/4A; Release cancelled
* OTHERS:
[US] LCD handheld game: released by Konami.
[US] VFD handheld game (1983): released by Bandai.
- SOURCES -
Game's ROM.
Game's Picture.
Accepted [+] [X] Tutankham [Model GX350] Update submitted by vecchiom
Tutankham (c) 1982 Konami.
Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun... and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you... if you dare.
- TECHNICAL -
Game ID : GX350
Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Zilog Z80 (@ ~1.79 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ ~1.79 Mhz), (6x) RC (@ ~1.79 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Tutankham was released in June 1982 in Japan.
The game was originally to be called 'Tutankhamon'. However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from 'Tutankhamon' to make the title fit the screen width.
Licensed to Stern for manufacture and distribution in USA as "Tutankham".
- SCORING -
Killing a Snake : 20 points.
Killing a Monster : 40 points.
Killing a Bat : 60 points.
Collecting a Ring : Mystery Score (From 500 points).
Collecting a Lantern : Mystery Score (Up to 4,000 points).
Collecting a key : 500 points.
Opening a door : 1,000 points.
Bonus points are awarded at the end of each level for the time remaining.
- TIPS AND TRICKS -
* Flash bombs can only be used once per level, and remember you only have 3 available for the whole game. Use them sparingly, preferably only in a life-threatening situation.
* You can sit in a safe place close to a monster generator and simply pick the monsters off as they appear. Most monsters follow a set pattern of movement so it is quite easy to predict which way they will turn and wait in a place where it is easy to kill them as they appear in front or behind you. Remember to watch the timer though!
* The lanterns and rings are quite often a deadly diversion as they are sometimes placed in dead end vertical passages. Assess the risks carefully before collecting them.
* Be careful when entering vertical tunnels as you cannot shoot monsters on the other side until they are level with you in a horizontal direction.
* A carefully timed shot can kill a monster in a vertical tunnel, but only when fired exactly when the monster moves into the square in which you are stood.
- STAFF -
Programmed by : H. Tanigaki
- PORTS -
* CONSOLES:
Casio PV-1000 [JP]
* HANDHELDS:
[JP] Nintendo DS (mar.15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1984)
* OTHERS:
LCD handheld game : released by Konami.
VFD handheld game (1983) : released by Bandai.
- SOURCES -
Game's ROM.
Accepted [+] [X] Kangaroo Update submitted by vecchiom
Kangaroo (c) 1982 Atari, Incorporated.
Export release. Game developed in Japan. For more information about the game itself, please see the original Sun Electronics entry.
- TECHNICAL -
Game ID @ Atari : 136008
- TRIVIA -
Kangaroo was released by Atari, under license by Sun Electronics, in June 1982 in the USA.
9,803 units were produced by Atari. The intro price was $2095.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- SOURCES -
Game's ROM.
Accepted [+] [X] Kangaroo Update submitted by vecchiom
Kangaroo (c) 1982 Sun Electronics.
A platform game in which the player controls a mother Kangaroo who must climb through the treetops trying to rescue her captured son. Numerous monkeys, the kidnappers of her child, roam the levels set on stopping the player's progress. The monkeys constantly throw apples at the Kangaroo which must either be avoided (either by ducking or jumping, depending on the height of the approaching apple), or punched away, the latter of which allows the Kangaroo to punch the apple back towards the attacking monkey.
If the player stalls for too long or does not punch either an apple or a monkey, a giant ape will appear and steal the Kangaroo's boxing gloves, leaving the player temporarily defenseless. The gloves are returned after a short time.
Fruit and vegetables litter the levels and can be picked up for bonus points. Each level also has a bell hanging from one of its platforms, which can be punched to make fruit and vegetable items appear. The game consists of 4 different stages, once these are completed the game begins again with an increased level of difficulty.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 2.5 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 24
Players : 2
Control : 8-way joystick
Buttons : 1 (PUNCH)
- TRIVIA -
Kangaroo was released in May 1982 in Japan.
David Kirk holds the official record for this game with 921,800 points.
Kangaroo also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part of the second season of 'Saturday Supercade' on CBS.
- PORTS -
* CONSOLES:
Atari 2600 (1983)
Atari 5200 (1983)
* COMPUTERS:
Atari 800 (1983)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Dig Dug Update submitted by vecchiom
Dig Dug (c) 1982 Atari, Incorporated.
Export version by Atari for North America. Game developed by Namco in Japan. For more information about the game itself, please see the original Namco version entry.
- TECHNICAL -
The Atari upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background.
There was also a cocktail version. It had two control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13-inch monitor (as opposed to the standard 19-inch in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug.
- TRIVIA -
Dig Dug was released by Atari, under license by Namco, on May 1, 1982 in the USA.
20,504 upright units were produced by Atari. There were also 1,219 cocktail units and 505 cabaret units produced.
Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to "F-1", the 3-D racing game from 1976 that projected a race track on a screen using a rolling film. Hardly anybody in Atari coin-op liked Dig Dug except for Brian McGhie (who later joined Starpath) and Owen Rubin. It was McGhie who added the finishing touches to Dig Dug. Rubin still owns an upright prototype cabinet of Dig Dug with hand-drawn artwork, and still considers it one of his favorite games of all time. The ROMs in his prototype are the actual production ROMs.
The background graphics are slightly different in these Atari versions; the earth is less regular than the Namco versions
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
A Dig Dug unit appears in 1983 movie 'WarGames'.
Michael Jackson used to own this game (Namco Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.
The main character, as weel as a Fygar and a Pooka, appear in the 2012 animation movie "Wreck-It Ralph" from Pixar.
- PORTS -
NOTE : Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco version entry.
* CONSOLES:
Atari XEGS
Atari 2600 (1983) "Dig Dug [Model CX2677]"
Atari 5200 (1983) "Dig Dug [Model CX5211]"
Mattel Intellivision (1987) "Dig Dug [Model 9005]"
Atari 7800 (1987) "Dig Dug [Model CX7803]"
Sony PlayStation (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]"
Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PlayStation 2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
Microsoft XBOX (oct.9, 2002) "Namco Museum"
Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
Sony PlayStation 2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Microsoft XBOX 360 [XBLA] (oct.11, 2006)
Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Sony PlayStation 3 [PSN] (jul.16, 2009) "Namco Museum Essentials [Model NPUB-30086]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Dig Dug"
Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Dig Dug [Model CUSA-03958]"
* HANDHELDS:
Nintendo Game Boy (sept.1992) "Dig Dug [Model DMG-DY-USA]"
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo Game Boy Advance (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Nintendo Game Boy Advance (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]"
* COMPUTERS:
Atari 800 (1982) "Dig Dug [Model RX8026]"
Commodore C64 (1982) "Dig Dug [Model RX8511]"
Commodore VIC-20 (1983) "Dig Dug [Model RX8510]"
PC [Booter] (1983)
Texas Instruments TI-99/4A (1983)
Apple II (1983)
PC [MS Windows 95, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade"
PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
PC [MS Windows, Online] (2009) "Namco All Stars - Pac-Man and Dig Dug"
PC [MS Windows, Online] (dec.8, 2010) "Namco All-Stars - Dig Dug"
* OTHERS:
Arcade (1996) "Namco Classics Collection Volume 2"
Namco Classics TV Game (2003) by Jakk's Pacific
Mobile Phones (feb.8, 2005)
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Arcade (2010) "Pac-Man's Arcade Party"
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Amidar Update submitted by vecchiom
Amidar (c) 1982 Stern Electronics.
Export release by Stern Electronics for North America. Game developed in Japan by Konami. For more information about the game itself, please see the original Konami entry; "Amidar [Model GX337]".
- TRIVIA -
Amidar was released by Stern Electronics, under license by Konami, in April 1982 in the USA.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Amidar [Model PB5310]"
* COMPUTERS:
[US] Commodore C64 (1984) "Rollin" by Atlantis Software
- SOURCES -
Game's ROM.
Accepted [+] [X] Super Cobra Update submitted by vecchiom
Super Cobra (c) 1981 Stern Electronics.
North American release. Game developed in Japan. See the original for more information.
- TECHNICAL -
Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, FIRE and BOMB buttons are on either side (meaning you can play this title with either hand).
- TRIVIA -
Super Cobra was released by Stern Electronics, under license by Konami, on June 22, 1981 in the USA.
- PORTS -
* CONSOLES:
Entex Adventurevision [US] (1982) "Super Cobra [Model 6077]"
Magnavox Odyssey 2 [US] (1983) by Parker Brothers
Mattel Intellivision [US] (1983) "Super Cobra [Model 6320]"
Colecovision [US] (1983) "Super Cobra [Model 9850]"
[US] Atari 2600 (1983) "Super Cobra [Model PB5320]"
[US] Atari 5200 (1983) "Super Cobra [Model 9550]"
Atari XEGS
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
* COMPUTERS:
[US] Atari 800 (1983) "Super Cobra [Model 1140]"
* OTHERS:
VFD handheld game [US] (1982) released by Entex.
Arcade [US] (nov.1998) "Konami 80's AC Special"
- SOURCES -
Game's ROM.
Passport @ everything2
Accepted [+] [X] Scramble Update submitted by vecchiom
Scramble (c) 1981 Stern Electronics, Incorporated.
North American release. Game developed in Japan. See the original for more information; "Scramble [Model GX387]".
- TRIVIA -
Scramble was released by Stern Electronics, under license by Konami, on March 16, 1981 in the USA.
- PORTS -
* CONSOLES:
GCE Vectrex [US] (1982) "Scramble [Model HS-4070]"
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
Microsoft XBOX 360 [XBLA] [US] (sept.13, 2006)
Sony PlayStation 4 [PSN] [US] (june.30, 2015) "Arcade Archives - Scramble [Model CUSA-02382]"
* HANDHELDS:
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
[US] Nintendo DS (mar.27, 2007) "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]"
* COMPUTERS:
Tandy Color Computer [US] (1983) "Skramble"
[US] Commodore C64 (1983) "Skramble!"
[US] Commodore C64 (1984) "Penetrator" by Melbourne House
Tommy Tutor
* OTHERS:
VFD portable game [US] (1982) by Tomy
Arcade [US] (nov.1998) "Konami 80's AC Special"
Konami Arcade Advanced Plug 'n Play TV Game [US] (2004) by Majesco
Windows Mobile [US] (dec.10, 2007)
- SOURCES -
Game's ROM.
Accepted [+] [X] Pac-Man Plus [Model 0338] Update submitted by vecchiom
Pac-Man Plus (c) 1982 Bally Midway.
The ghosts are the same, if their edible forms are changed. The maze is familiar, if a bit off in color. The prizes in the center are a bit different. Be careful, however : Pac-Man may eat a power pill and find that Blinky, who is right in front of the energizer for him to immediately eat, is still red, and now Pac-Man is dead. Also, you might want to try eating the ghosts after eating the center prize. They'll return to their normal forms shortly after turning visible.
- TECHNICAL -
Conversion kit for Pac-Man or Ms. Pac-Man.
Kit ID: 0338
Players: 2
Control: 4-way joystick
Buttons: 1
- TRIVIA -
Pac-Man Plus was released on March 13, 1982 in the USA. It was developed by Bally Midway without the approval of Namco. Released as an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity.
The programming is a lot like "Pac-Man" except that the maze is outlined in green instead of blue. The prizes that appear in the middle of the maze are cans of Coke, cocktails, green beans, cakes, gift-wrapped boxes, etc. Whenever Pac-Man eats an energizer, the ghosts not only turn blue but they also get apple stems on their heads. On later levels, sometimes only three of the ghosts turn blue.
The game plays exactly like the original except that there are various events (apparently selected at random) that may or may not occur after Pac-Man eats one of the four power pellets. These events include but are not limited to : the maze's structure becoming temporarily invisible, the ghosts turning invisible while they are blue, or only three of the four ghosts turning blue. The prizes in the middle of the maze can also act as a power pellet. Another difference is that later in the game the maze's structure becomes permanently invisible.
In the attract mode, the Game Over message underneath the ghost pen during demo play changes its color to match the maze outline as soon as Pac-Man's first energizer wears off. It changes back to red after Pac-Man is killed.
Shannon Ryan holds the official record for this game with 3,213,900 points.
- SCORING -
The scoring system is very similar to the original Pac-Man game.
Dots : 10 points
Energizers : 50 points
Ghosts after eating energizer : 200, 400, 800, 1,600 points
Ghosts after center prize : 400, 800, 1,600, 3,200 points
Soda Can : 100 points
Vitmo : 300 points
Peas : 500 points
Apple : 700 points
Grapes : 1,000 points
Galaxian : 2,000 points
Bread : 3,000 points
Pancakes : 5,000 points
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- PORTS -
* OTHERS:
[US] Super Pac-Man TV game (2006) by Jakks Pacific
[US] Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
[US] Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
[US] Pac-Man Connect and Play (2012) by Bandai
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Robotron: 2084 Update submitted by vecchiom
Robotron: 2084 (c) 1982 Williams.
Robotron: 2084 is a single-screen shoot-em-up set in a near future in which mankind has developed super-intelligent, self-aware robots called Robotrons, in order to aid mankind and to build a better world. The robots quickly realised that they don't need the Human Race and have revolted against their creators, vowing to either genetically reprogram the remaining humans to side with the Robotrons, or to wipe them out entirely.
The player takes on the role of the single human who due to a malfunction in his genetic engineering, cannot be re-programmed by the Robotrons. The free-minded human must destroy the enemy Robotrons and rescue as many of the Earth's remaining human families as possible.
"Robotron: 2084" utilises a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire. The player's only weapon is an Anti-Robot Laser Gun. Each single-screen wave is populated with enemy robots and obstacles, as well as human family members who can be rescued to earn additional points.
There are three types of trapped humans; Man, Woman and Child and they will wander aimlessly until the player makes contact with them. If a Robotron touches them first, they are either killed or, if touched by the brain-like Robotron, converted into enemy 'progs.
In addition to the Robotrons, each wave also features static obstacles called Electrodes. These pulsating objects can block the player's path and a collision with one results in instant death. Electrodes come in a number of different shapes and must be avoided or destroyed with the Laser Gun.
ENEMY ROBOTRON UNITS:
* GRUNT: The least sophisticated species of Robot is the Grunt. It has no weapon and possesses only minimal intelligence. Grunts appear in large numbers and will relentlessly pursue players to overrun and destroy them. Each Grunt killed is wortth 100 points.
* TANK: Its goal is to kill the player using rebounding Shells. Annihilate the Tank for 300 points; the Shell for 50 points.
* SPHEROID: This pulsating sphere may initially look harmless, but it is the mother-ship that spawns deadly 'Enforcer Embryos'. Players must try to destroy the Spheroid before it ejects the Embryos to earn 1,000 points.
* ENFORCER: The Embryos grow into evil Enforcers. Kill them for 200 points. Let them live and they will lessen the player's chance for survival by launching Enforcer Sparks. Destroy the Sparks for 25 points.
* HULK: In all attack waves except every 5th, the Hulk will stalk his prey. Hulk units are invincible but the player's Gun can only slow it down or divert it from its objective.
* BRAIN: The Brain is the most clever and dangerous of the Robotrons. Its two-pronged attack will be launched every 5th wave. If it touches the player, it will electrocute them where they stand. It can also fire Cruise Missiles that will relentlessly follow the player until either contact is made or they are shot and destroyed. Kill the Brain for 500 points; destroy the Cruise Missile for 75 points.
The victims of the 2nd prong of the Brain's attack are the defenseless humans. If captured, a human will be irreversibly transformed - literally re-programmed by the Brain's incredible mind powers - into a Prog: a Robot that will viciously turn against its own protector, the player. Annihilate the Progs for 100 points or meet a violent death at their hands.
- TECHNICAL -
Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2" tall and featured white sides and a black front. It had painted side-art in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player.
Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Players : 2
Control : Double 8-way joysticks (see 'Trivia' section for more information)
- TRIVIA -
Robotron: 2084 was released in March 1982 in the USA.
Total production is estimated at 18,000 units. The upright cabinet style is common. Both the cabaret (or mini) and cocktail styles were produced in much lower numbers, one estimate citing only 500 cocktails produced.
The basic play of Robotron was programmed in three days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The concept name was 'Robot Wars - 1984'.
The original name for the production was '2084 - Robotron', but the name Robotron was more commonly used by virtually everyone involved, and the game was renamed shortly before production. This is why the cabinet side artwork simply has the number 2084 vertically.
Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurrences : Jarvis liked the game "Berzerk", but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating "Stargate".
This game shares some sounds from "Defender" and "Stargate".
The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal.
Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time.
A Robotron machine appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and on the 1986 movie 'Better Off Dead'.
- UPDATES -
Yellow/Orange label :
* The default difficulty is 5.
* The demo calls the Quarks 'Cubeoids'.
* The default high score is 131682.
Blue label :
* The default difficulty is 3.
* The default high score is 151782.
* The 'shot-in-corner' bug is fixed.
- SCORING -
G.R.U.N.T. (GROUND ROVING UNIT NETWORK TERMINATOR) - The red robots: 100 points
SPHEROID - The red circles that travel around the game screen: 1,000 points
QUARK - The white boxes with an 'X' in the middle that travel around the game screen: 1,000 points
ENFORCER - The blue, 'Robby the Robot' looking robots: 150 points
SPARKS (Shot by ENFORCERS): 25 points
TANK - The red robots that have tracked wheels underneath them hence making them look like tanks : 200 points
TANK SHELLS: 50 points
BRAIN - The robots that are blue and have really large heads: 500 points
CRUISE MISSILES (shot by BRAINS): 25 points
PROG (reprogrammed humans): 100 points
FAMILY MEMBERS: 1,000 points for the first human rescued, progressing to 2,000, 3,000, 4,000, then 5,000 for every human rescued after that. The scoring starts over when the player is killed or finishes a wave.
- TIPS AND TRICKS -
* When you start the game, your man will be in the middle of the playing field surrounded by various robots. Depending on the wave that you are on will determine exactly what robots are ready to terminate your existence. The game is straight-forward, take out all the robots (except HULKS) to advance to the next wave. It is vital for your survival that you learn how to 'scoot and shoot'. If you don't learn how operate the controls independently and run in one direction while shooting in other directions, you won't survive very long in this game.
* Equally important to 'scoot and shoot' is your ability to be able to fire on the diagonal. It's easy firing up, down, left, and right, but it takes a little more mastery to fire in the diagonal directions.
* Learn the different things the enemy robots do. For example, the SPEROIDS have a tendency to congregate in the corners. This works to your advantage since you can blast about three or four before they discharge their supply of ENFORCER robots.
* Your main objective is to blast a path through the robots and get to the edge of the screen. It doesn't matter what edge, just get to one. The reason is painfully simple : it give the robots one less direction to assault you from. Plus, you can lead them around in circles blasting them and also cleaning out the corners from the above-mentioned ENFORCERS.
* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3,000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system.
* The only times where you won't want to seek the sides is during the BRAIN and TANK robot waves. The BRAINS fire a homing shot at your man so you need as much room to maneuver as possible so going against the wall would restrict that movement. The same goes for the TANK robots which fire bounce shots. They may miss you initially but you might get hit by the shot as it bounces up. You are safer in the middle area where you have room to maneuver. Just watch out for other enemies (which will be very low in number).
* Try to rescue the humans as long as it doesn't put your man in danger of dying. You can rack up some major points on the BRAIN waves since they are loaded with humans for the BRAIN robots to 're-program'. Again, make sure you have an avenue of escape. Doesn't make sense to save a human, get the extra man, then die. You, in essence, gained nothing from that level. You can also shoot the HULK robots to push them away from humans also. On the BRAIN waves, make sure you pick off the BRAIN robots as soon as possible. This prevents them from reprogramming the humans and leaves you more people to get major points with.
* The 'Mikey' bug - on the first Brain wave. There are a lot of Mommies and only one Mikey. The Brains all go for Mikey - if you can protect him (don't pick him up, though!), the Brains will ignore all other humans, making for a point-fest if you can grab them all. As soon as you die, however, the Brains will grab any human they find. This actually works on all Brain waves, but in the other waves the 'golden human' is a random Daddy or Mommy or Mikey, so you don't know who to protect. It's a bug, but a cool one. For this bug to work, the player must make sure that no humans are left alive in the level previous.
* Since you don't have a limit on your shots, you can put up a 'wall' of energy in whatever direction you move. This can have a very devastating effect if applied right.
* Make sure you take a quick look at the wave to assess where the main threats are. You will have from one to two seconds to get ready for action. If you can survive the initial few seconds as you blast your way toward the edge, your chances of survival will be that much greater. Also be sure to remember what each wave has in store for you, this also will give you a greater chance of getting through the wave.
* If you get tired, you can take a break. That's right, wait for a TANK wave. Eliminate all of the robots except for one. After firing a few shots, the TANK robot will run out. After that, it's just a matter of avoiding the TANK and any other pesky robots.
* During the tank wave, try to avoid shooting the tanks shots for as long as you can. If the tanks fire 20 shots that do not hit anything, the tanks will cease firing.
* ENFORCERS, like their SPHEROID transports, tend to congregate in corners. Use this to your advantage. Every now and then one or two will zip very fast across the field. Their main threat, though, is volume of fire. When you are on the edges, watch out since their shots tend to roll toward your man.
* See all those pretty shapes on the playing field? They are there as a nuisance. They will kill your man if he hits them. They can, however, be shot out of the way but yield no points.
* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying on-screen. The moves are as follows...
1) Fire Up while moving Right and press Player 1 button.
2) Fire Down while moving Up and press Player 2 button.
3) Move Down while firing Up.
The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick.
- SERIES -
1. Robotron: 2084 (1982, ARC)
2. Blaster (1983, ARC)
3. Robotron X [Model SLUS-00252] (1996, PSX)
4. Robotron 64 [Model NUS-NRXE-USA] (1998, N64)
- STAFF -
Staff : Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM)
- PORTS -
* CONSOLES:
[US] Atari 2600 [unreleased prototype]
[US] Atari 5200 (1983) "Robotron: 2084 [Model CX5225]"
[US] Atari 7800 (1986) "Robotron: 2084 [Model CX7809]"
Atari XEGS
[US] Sega Genesis (1996) "Williams Arcade's Greatest Hits"
[EU] Sega Mega Drive (1996) "Arcade's Greatest Hits [Model T-97126-50]"
[US] Sega Saturn (1996) "Arcade's Greatest Hits [Model T-9703H]"
[US] Sony PlayStation (apr.10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]"
[EU] Sony PlayStation (sept.1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]"
[US] Nintendo SNES (oct.1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]"
[EU] Nintendo SNES (jan.8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]"
[US] Sega Dreamcast (june.27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]"
[US] Sega Dreamcast (jul.28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]"
[US] Nintendo 64 (nov.14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
[EU] Microsoft XBOX 360 [XBLA] (dec.2, 2005) [retired in 2010]
[US] Microsoft XBOX 360 [XBLA] (dec.16, 2005) [retired in 2010]
[JP] Microsoft XBOX 360 [XBLA] (dec.17, 2005) [retired in 2010]
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[US] Atari Lynx (1991) "Robotron: 2084 [Model PT5003]"
[US] Nintendo GBA (nov.22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]"
[EU] Nintendo GBA (nov.30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]"
* COMPUTERS:
[EU] BBC Micro (1982)
[US] Atari 800 (1983) "Robotron: 2084 [Model RX8033]"
[US] Tandy Color Computer (1983) "Robotack"
[US] Commodore VIC-20 (1983) "Robotron: 2084 [Model RX-8520]"
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Robotron: 2084 [Model RX8521]"
[US] PC [Booter] (1983)
[US] Apple II (1983)
[EU] BBC B (1984) by Atarisoft
[EU] Sinclair ZX Spectrum (unreleased)
[EU] Atari ST (1987)
[US] PC [MS Windows 3.1/DOS, CD-ROM] (1995) "Williams Arcade Classics"
[US] PC [MS Windows 95/DOS, CD-ROM] (1996) "Williams Arcade Classics"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
[US] Tiger Game.com (1997) "Williams Arcade Classics [Model 71-722]"
[US] Mobile Phones (apr.5, 2005)
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Passport @ everything2
Accepted [+] [X] Zaxxon [Model 834-0211] Update submitted by vecchiom
Zaxxon (c) 1982 Sega.
Zaxxon is an isometric scrolling shoot-em-up in which the player pilots an armed spaceship and must penetrate heavily-fortified enemy bases, destroying enemy ships and installations before reaching the final confrontation with the game's titular character, a giant armored robot.
The game consists of three different waves:
* Floating Fortress: Players must penetrate the fortress's defenses, destroying fuel tanks, gun emplacements, missiles and fighters. An altimeter constantly monitors the player ship's height, necessary to navigate through the walls and electronic barriers that form part of fortress's defenses. The player's ship carries a limited amount of fuel that is constantly depleting and can only be replenished by shooting ground-based enemy fuel tanks. If the ship's fuel runs out, it crashes to the ground and a life is lost.
* Fighter Fleet: This takes place in outer space with the player attacked by waves of enemy fighter planes and rogue satellites. The player ship's fuel does not deplete during this wave.
* Enemy Headquarters: This is similar to the 'Floating Fortress' wave (with fuel depletion once again being an issue), but with the player facing much tougher defenses. Upon completion of this wave, the player enters into battle with Zaxxon himself. The robot fires a fast-moving homing missile that needs to be hit six times before it's destroyed. Upon completion of the third wave, the game starts over with a higher level of difficulty.
- TECHNICAL -
BOARD # 834-0211
There were 2 different dedicated cabinets available for Zaxxon, an upright and a cocktail :
* The upright version came in a nice woodgrain cabinet with black and blue sticker-style side art. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style.
* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks. The coin mechs and start buttons were on the player 1 side only.
All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification).
Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Zaxxon was released in January 1982 in Japan and in March 1982 in the USA.
At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person).
In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?'.
Vernon Kalanikaus holds the official official record for this game with 4,680,740 points on March 15, 1982.
A Zaxxon unit appears in the 1983 movie 'WarGames'.
A bootleg of this game is known as "Jackson".
- UPDATES -
Zaxxon was released in at least 2 versions:
The latest version (set 1 in MAME (zaxxon)) corrects a minor error in the way the original Zaxxon ROM set (set 2 in MAME (zaxxon2)) managed fractions of a credit, seen only when a player earned credit through game play when the game dipswitch settings provided only a fraction of a full credit for each token inserted.
- SCORING -
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 300 points
Radar Tower : 1,000 points
Missile (Ground-to-Air) : 150 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 50 points
Fighters (in air) : 100 points + (50 points/level after level 2)
Zaxxon (destroyed with missile in launcher) : 1,000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1,000 points
Satellite : 300 points
- TIPS AND TRICKS -
* To kill Zaxxon, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at Zaxxon's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air.
* Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.
* Shoot airplanes on the platform : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus.
* On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also.
* This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back.
* There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower.
* Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed.
* The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.
* On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship.
- SERIES -
1. Zaxxon (1982, Arcade)
2. Super Zaxxon (1982, Arcade)
3. Zaxxon 3-D (1987, Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
5. Zaxxon Escape (2012, Google Play)
- PORTS -
* CONSOLES:
[US] Colecovision (1982) "Zaxxon [Model 2435]"
[US] Atari 2600 (1982) "Zaxxon [Model 2454]"
[US] Mattel Intellivision (1983) "Zaxxon [Model 2487]"
[US] Atari 5200 (1984) "Zaxxon [Model 008-02]"
Atari XEGS
[JP] Sega SG-1000 (1985) "Zaxxon [Model G-1038]"
[BR] DynaVision (198?) Zaxxon
[US] Sony PS2 (nov.7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]"
[EU] Sony PS2 (feb.2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]"
[AU] Sony PlayStation 2 (feb.8, 2007) as an unlockable extra in "Sega Mega Drive Collection"
[US] Microsoft XBOX 360 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]"
[KO] Sony PlayStation 3 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
[US] Sony PlayStation 3 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]"
[EU] Microsoft XBOX 360 (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]"
[EU] [AU] Sony PlayStation 3 (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]"
[AU] Microsoft XBOX 360 (feb.26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection"
[JP] Nintendo Wii [Virtual Console Arcade] (dec.15, 2009)
[EU] [AU] Nintendo Wii [Virtual Console Arcade] (mar.10, 2010)
[US] Nintendo Wii [Virtual Console Arcade] (apr.12, 2010)
* COMPUTERS:
[US] Tandy Color Computer (1983)
[US] Apple II (1983)
[US] Atari 800 (1984) "Zaxxon [Model 008-03]"
PC [Booter] (1984)
[EU] Commodore C64 (1984)
[US] Commodore C64 (1984) "Zaxxon [Model 008-05]"
[EU] [JP] MSX (1985)
[EU] Sinclair ZX Spectrum (1985)
[US] PC [MS-DOS] (1985)
[EU] Amstrad CPC (1986) "Zaxx"
* OTHERS:
[US] VFD handheld game (1981) released by Coleco : one of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror.
[US] LCD handheld game (1982) released by Bandai : it's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!).
[US] VFD handheld game (19??) released by Bandai : this game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode. The only thing that seems to be missing is the actual Zaxxon boss at the end...
[US] BlackBerry (dec.21, 2009) "Zaxxon [Model 5341]"
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Details of the code analysis can be views at www.romseti.blogspot.com
Accepted [+] [X] Star Destroyer Bosconian [Model 550] Update submitted by vecchiom
Star Destroyer Bosconian (c) 1981 Midway Mfg. Co.
Export version by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Japanese release entry; "Star Destroyer Bosconian [Upright model]".
- TECHNICAL -
Upright model
No. 550
Dimensions : 68inch (173cm) High x 25inch (64cm) Wide x 28inch (71cm) Deep.
- TRIVIA -
Bosconian was released by Midway Manufacturing, under license by Namco, in February 1982 in the USA, even if the copyright year is 1981.
When Bosconian first arrived in North America (it was already about three months old in Japan by this point), Midway gave out strategy booklets to the game from a display attached to the machine.
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese release entry.
* CONSOLES:
Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX 360 [US] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
* COMPUTERS:
Commodore C64 (1987) "Bosconian '87"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
Namco Classics TV Game (2003) by Jakks Pacific
Ms. Pac-Man TV Game Wireless Version (2005) by Jakks Pacific
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Arcade (2010) "Pac-Man's Arcade Party"
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Ms. Pac-Man [Model 595] Update submitted by vecchiom
Ms. Pac-Man (c) 1982 Midway.
In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze.
Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick.
Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes.
Ms Pac-Man features four different maze layouts, which alternate every two to four rounds :
The first maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze two times before moving on to the next maze.
The second maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are two sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze.
The third maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze.
The fourth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze four times before moving on to the next maze.
After Round 13, the game alternates every four rounds between the third and fourth mazes.
Finally, the ghosts' movement patterns are also completely different from those of the original game.
As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present :
1) Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky while Ms. Pac-Man enters from the other side being chased by Pinky. As the two of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2.
2) Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5.
3) Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man".
No intermission is present between rounds after the 18th one.
- TECHNICAL -
[Upright model]
[No. 595]
The upright model came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10, 000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Players : 2
Control : 4-way joystick
- TRIVIA -
Ms. Pac-Man was released on January 13, 1982 in the USA, even if the copyright year is 1981.
Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original Pac-Man instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise.
The logo for General Computer Corporation is present among the graphics, probably a leftover from the game's days as Crazy Otto.
In its initial run, 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time.
The game added a few improvements over the original :
* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels.
* A variety of different mazes used through the game.
* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it.
* Brand new sound effects, including a new 'death' sound and opening theme.
It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple.
After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat.
Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998.
Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001.
Vancouver, Canada (Reuters) - Little 7-year old Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith DeRivera, who was onhand to congratulate the victor with a kiss on the cheek.
A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters', in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'.
Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man.
Michael Jackson used to own this game (Midway upright). It was sold at the official Michael Jackson Auction on April 24th, 2009.
- SCORING -
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1,600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1,000 points
Pear : 2,000 points
Banana : 5,000 points
- TIPS AND TRICKS -
* The most dangerous section of the first maze is the long path at the very top. It is safest to clear it when the ghosts are blue, or at least 3 of them occupy the bottom half of the maze.
* There are a couple of dangerous sections in the second maze. The pathways above and below the T section at the top of the maze can be particularly easy to get trapped in. It is easiest to clear these when all 4 ghosts are close on your tail, or after eating one of the top two power pellets. The two sections directly above the lower escape tunnels on either side should also be cleared with caution.
* The most dangerous section of the 3rd maze is the center of the bottom, directly below where you begin. It is advisable to clear it out as early as possible before the ghosts can organize and trap you. The top section of the maze presents the ghosts with many pathways to reach you, so use caution.
* The most dangerous sections of the 4th maze is the section that you begin in, and the section directly above the ghosts' den. The very top section of the maze should also be cleared with caution.
* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco).
* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color.
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- STAFF -
Co-Creator: Steve Golson
- PORTS -
* CONSOLES:
Atari
[US] 2600 "Ms. Pac-Man [Model CX2675]" (1982)
[US] 5200 "Ms. Pac-Man [Model CX5243]" (1983)
[US] 7800 "Ms. Pac-Man [Model CX7807]" (1984)
[US] XEGS (198?)
Nintendo NES
[US] (1990) by Tengen
[US] "Ms. Pac-Man [Model NES-M9-USA]" (nov.1993)
Sega Master System
[EU] "Ms. Pac-Man [Model 301030]" (1991)
[BR] (1991) by Tec Toy
Sega Mega Drive / Genesis
[US] (1991) by Tengen
[EU] (1992) by Time Warner Interactive
Nintendo SNES
[US] "Ms. Pac-Man [Model SNS-AN8E-USA]" (sept.1996)
[EU] "Ms. Pac-Man [Model SNSP-AN8P-EUR]" (mar.27, 1997)
Sony PlayStation
[JP] "Namco Museum Vol.3 [Model SLPS-00390]" (june.21, 1996)
[AU] "Namco Museum Vol.3 [Model SCES-00268]" (1997)
[US] "Namco Museum Vol.3 [Model SLUS-00398]" (jan.31, 1997)
[EU] "Namco Museum Vol.3 [Model SCES-00268]" (feb.1997)
Nintendo 64
[US] "Namco Museum 64 [Model NUS-NNME-USA]" (oct.31, 1999)
Sega Dreamcast
[US] "Namco Museum [Model T-1403N]" (june.25, 2000)
Sony PlayStation 2
[US] "Namco Museum [Model SLUS-20273]" (dec.4, 2001)
[US] "Namco Museum - 50th Anniversary [Model SLUS-21164]" (aug.30, 2005)
[JP] "Namco Museum Arcade Hits! [Model SLPS-25590]" (jan.26, 2006)
[EU] "Namco Museum - 50th Anniversary [Model SLES-53957]" (mar.31, 2006)
Nintendo GameCube
[US] "Namco Museum [Model DOL-GNME-USA]" (oct.9, 2002)
[US] "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]" (aug.30, 2005)
[EU] "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]" (may.5, 2006)
Microsoft XBOX
[US] "Namco Museum" (oct.9, 2002)
[US] "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]" (aug.30, 2005)
[EU] "Namco Museum - 50th Anniversary" (mar.24, 2006)
Microsoft XBOX 360 [XBLA]
[US] [EU] [JP] (jan.10, 2007)
[US] "Namco Museum - Virtual Arcade [Model 21022]" (nov.4, 2008)
[EU] "Namco Museum - Virtual Arcade" (may.15, 2009)
[AU] "Namco Museum - Virtual Arcade" (june.3, 2009)
[JP] "Namco Museum - Virtual Arcade [Model 2RD-00001]" (nov.5, 2009)
[KO] [EU] [AU] "Pac-Man Museum" as DLC. (feb.26, 2014)
[US] "Pac-Man Museum" as DLC. (feb.26, 2014)
[JP] "Pac-Man Museum" as DLC. (june.25, 2014)
Sony PlayStation 3 [PSN]
[US] "Pac-Man Museum [Model NPUB-31383]" as DLC. (feb.25, 2014)
[EU] [AU] "Pac-Man Museum [Model NPEB-01892]" as DLC. (feb.26, 2014)
[KO] "Pac-Man Museum" as DLC. (feb.26, 2014)
[JP] "Pac-Man Museum" as DLC. (june.25, 2014)
Microsoft XBOX One [XBOX Store]
[US] [EU] [AU] [JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man"
Sony PlayStation 4 [PSN]
[US] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03957]"
[EU] [AU] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03864]"
[JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03671]"
* HANDHELDS:
Atari Lynx
[US] (1990) "Ms. Pac-Man [Model PA2057]"
Nintendo Game Boy
[EU] "Ms. Pac-Man [Model DMG-N4]" (1993)
[US] "Ms. Pac-Man [Model DMG-N4-USA]" (oct.1993)
[US] Sega Game Gear (1995)
Nintendo Game Boy Color
[US] "Ms. Pac-Man - Special Color Edition [Model DMG-AQCE-USA]" (1999)
[EU] "Ms. Pac-Man - Special Colour Edition [Model DMG-AQCP-EUR]" (1999)
Nintendo Game Boy Advance
[US] "Namco Museum [Model AGB-ANME-USA]" (june.10, 2001)
[JP] "Namco Museum [Model AGB-ANMJ-JPN]" (dec.7, 2001)
[EU] "Namco Museum [Model AGB-ANMP-EUR]" (dec.7, 2001)
[US] "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]" (aug.30, 2005)
[EU] "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]" (mar.31, 2006)
Sony PSP
[JP] "Namco Museum [Model ULJS-00012]" (feb.24, 2005)
[US] "Namco Museum Battle Collection [Model ULUS-10035]" (aug.23, 2005)
* COMPUTERS:
[US] Atari 800 (1982) "Ms. Pac-Man [Model RX8043]"
[US] Apple II (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Ms. Pac-Man [Model RX8545]"
[US] PC [Booter] (1983)
[US] Commodore VIC-20 (1983)
[US] Texas Instruments TI-99/4A (1983)
Tandy Color Computer (1983) "Miss Gobbler"
Tandy Color Computer (1984) "Ms. Maze"
[EU] Sinclair ZX Spectrum (1984)
PC [MS Windows]
[JP] "Namco History Vol.3" (june.9, 1998)
[US] "Microsoft Revenge of Arcade" (jul.31, 1998)
[US] "Microsoft Return of Arcade Anniversary Edition" (2000)
[US] "Namco Museum - 50th Anniversary" (oct.25, 2005)
[AU] "Namco Museum - 50th Anniversary" (mar.27, 2006)
[EU] "Namco Museum - 50th Anniversary" (may.19, 2006)
Steam
[US] [EU] Pac-Man Museum as DLC. (feb.25, 2014)
[US] (apr.19, 2016) "Arcade Game Series - Ms. Pac-Man [Model 403410]"
* OTHERS:
[US] VFD handheld game (1981) by Coleco
[US] LCD handheld game (1992) by Micro Games of America
[US] Arcade (1998) "Galaxy Games StarPak 2"
[US] Arcade (2001) "Ms. Pac-Man/Galaga - Class of 1981"
[US] Mobile Phones (june.13, 2003)
[US] Ms. Pac-Man TV Game (2004) by Jakk's Pacific
[US] Arcade (2005) "Pac-Man - 25th Anniversary Edition"
[US] Ms. Pac-Man TV Game Wireless Version (2005) by Jakk's Pacific
[US] Mobile Phone (jan.5, 2005) "Ms. Pac-Man for Prizes"
[US] Apple iPod (feb.27, 2007) "Ms. Pac-Man [Model 284736660]"
[US] Apple iPhone (jul.9, 2008)
[US] Blackberry (nov.23, 2009) "Ms. Pac-Man [Model 4532]"
[US] Windows Mobile (mar.23, 2010) "Ms. Pac-Man by Namco"
[US] Arcade (2010) "Pac-Man's Arcade Party" : included in home cabaret and cocktail models only
[US] Apple iPhone/iPad (feb.10, 2011) "Ms. Pac-Man for iPad [Model 404072981]"
[US] Android Market (mar.18, 2011) by Namco
[US] Arcade (2018) "Pac-Man's Pixel Bash" : only available if the machine is set to Free Play
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Galaga [Model 508] Update submitted by vecchiom
Galaga (c) 1981 Midway Mfg. Co.
Export release by Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco Upright model entry.
- TECHNICAL -
[Upright model]
[No. 508]
- TRIVIA -
Galaga was released by Midway Manufacturing, under license by Namco, in December 1981 in the USA.
- PORTS -
NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco Upright model entry.
* CONSOLES:
Atari 7800 (1987) "Galaga [Model CX7805]"
Nintendo NES (sept.1988) "Galaga - Demons of Death [Model NES-AG-USA]"
Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PlayStation 2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
Microsoft XBOX (oct.9, 2002) "Namco Museum"
Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
Sony PlayStation 2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Microsoft XBOX 360 [XBLA] (jul.26, 2006)
Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Sony PlayStation 3 [PSN] (jul.16, 2009) "Namco Museum Essentials [Model NPUB-30086]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
Nintendo Wii [Virtual Console Arcade] (aug.15, 2013)
Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Galaga"
Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Galaga [Model CUSA-03956]"
* HANDHELDS:
Nintendo Game Boy (sept.1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCE-USA]"
Nintendo Game Boy Advance (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo Game Boy Advance (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]"
Nintendo DS (sept.18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
Nintendo 3DS (jul.26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
* COMPUTERS:
Commodore C64 (1982) Unlicensed
Tandy Color Computer (1984) "Galagon"
PC [MS-DOS] (1997) "Champ Galagon" by CHAMProgramming
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
Steam (apr.19, 2016) "Arcade Game Series - Galaga [Model 403430]"
* OTHERS:
Arcade (1995) "Namco Classics Collection Vol.1"
Arcade (2000) "Ms. Pac-Man/Galaga 20th Anniversary Class of 1981 Reunion"
Mobile Phones (sept.20, 2004)
Ms. Pac-Man TV Game (2004) by Jakks Pacific
Arcade (2005) "Pac-Man - 25th Anniversary Edition"
Ms. Pac-Man TV Game Wireless Version (2005) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Apple iPhone/iPod (mar.31, 2009) "Galaga Remix [Model 310662030]"
Arcade (2010) "Pac-Man's Arcade Party"
Windows Mobile (apr.1, 2010) "Galaga by Namco"
Apple iPhone/iPod (june.9, 2011) "Galaga 30th Collection [Model 413616338]"
Apple iPhone/iPod (apr.20, 2012) "Namco Arcade [Model 465606050]"
Pac-Man Connect and Play (2012) Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Lady Bug Update submitted by vecchiom
Lady Bug (c) 1981 Universal.
In Lady Bug you guide a lady bug through a Pac-Man style maze, eating dots, and avoiding enemy insects. You lose a life if you run into a skull or get eaten by an enemy insect. Collect letters to spell EXTRA for a bonus life (just like in Mr. Do!), and SPECIAL for an extra credit. The maze has rotating doors which are just enough to give the game a slightly different feel than the Pac-Man series.
- TECHNICAL -
A proper Lady Bug arcade machine will be in a dedicated cabinet (specifically one of the ultra-curvy early Universal ones, "Mr. Do!", and many others used this same cabinet). Most games from Universal had no specific side art, just a painted 'Universal' logo, and a couple of colored stripes. This makes it possible to actually convert one Universal title into another one, without any loss in value. The joystick is mounted in the center of the control panel. Finally, this game uses a standard resolution monitor mounted vertically.
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)
Players : 2
Control : 4-way joystick
- TRIVIA -
Lady Bug was released in October 1981 in Japan and in December 1981 in the USA.
This game contains unused graphics for a large dinosaur.
Alessandro Laini holds the official record for this game with 4,102,830 points.
A bootleg was made in 1983 by TAI DLI on the "Galaxian" hardware.
A bootleg of this game is known as "Cocinella".
- SCORING -
Eating a flower : 10 points x score multiplier value.
Collecting a heart : 100 points x score multiplier value.
Collecting a yellow letter : 300 points x score multiplier value.
Collecting a red letter : 800 points x score multiplier value.
Bonus vegetable : 1,000 points for the cucumber on level one, increasing by 500 points per level, up to a maximum value of 9,500 for the horseradish on level 18 onwards.
- TIPS AND TRICKS -
* Avoid running into skulls at all costs. They represent poison and are deadly to both you and the enemy insects. Not only that, but if you die by touching a skull yourself, all other skulls in the maze are replaced by flowers. If an enemy insect is poisoned by a skull, the skull disappears and the poisoned enemy insect is returned to its base in the center of the maze.
* Use the swing doors to block off the enemy insects' pursuit. Quickly flip a door as you pass it when an enemy insect is behind you and as long as the enemy insect is not too close, its route will be blocked and it will then have to find an alternative route to you. If the enemy insect is too close it will go through the door behind you and there may be no escape.
* Try to collect bonus vegetables when there are still skulls available on the maze. If, after you collect a bonus vegetable, an enemy bug is poisoned by a skull and returned to its base, when it leaves the base another vegetable will appear. This is the key to high scores on later levels when the vegetables are worth anything up to 9,500 points each.
* Get the score multiplier up to x5 as soon as possible. All points on the maze except bonus vegetables will then be multiplied by 5. You should get the hearts before getting ANY letters. The exception is when one of the letters is only 2 spaces above the enemy insects' base, and waiting for it to turn red may prove fatal. Alternatively you can try to collect a letter in this position when the enemy insects are frozen, when you have a few seconds to wait around for it to change.
* Collect all unneeded letters when they are red with the multiplier on x5 for 4,000 points each. For example if you already have the "X" for EXTRA collect it again when it is on red x5.
* Clear the flowers around the enemy insects' base at the start of each level from stage 5 onwards. This is especially important past stage 10 when the enemy insects' speed is much increased. You do not move any faster, and will need to have a good knowledge of the maze layout to avoid them.
* Use the swing doors to force the enemy insects to go where you want them to. Example: stay to the upper right of the enemy insects' base, and let them come to you. When they are close, move the door so they have to pass your position, and when they are past you move the door again, so that they have to go the long way round to get to you again. Wait until all four enemy insects are out and then you can get the bonus vegetable when the way is clear. Watch out though, as some breeds of enemy bugs are particularly stupid (or smart) and will not follow the route you want, but will lurk near you to try and trap you.
* Try to group all four enemy insects close together to increase your chances of getting the bonus vegetable.
* If you quickly flip the same revolving door several times in succession you will notice you move part way through it. You can now walk through this door without spinning it. Useful if you want to wait somewhere and make a getaway without moving the door.
- PORTS -
* CONSOLES:
[US] Atari 2600: release cancelled
[US] Colecovision (1982) "Lady Bug [Model 2433]"
[US] Mattel Intellivision (1983) "Lady Bug [Model 2483]"
* COMPUTERS:
[US] Tandy Color Computer (1982) "Doodle Bug"
[EU] BBC B (1983) "Bumble-Bee"
- SOURCES -
Game's ROM.
Game's picture.
Arcade Retro Lounge; http://tips.retrogames.com/
Accepted [+] [X] Make Trax Update submitted by vecchiom
Make Trax (c) 1981 Williams Electronics, Incorporated.
North American release. For more information about the game itself, please see the "Crush Roller" entry.
- TRIVIA -
Make Trax was released by Williams Electronics, under license by Alpha Denshi, in November 1981 in the USA.
Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).
When you run the game for the first time, the default highscore table (FAR OUT PLAYERS) is empty (everything is set to 0 except the nickname which is set to KRL).
Tom Carver holds the official record for this game with 2123840 points.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Crush Roller Update submitted by vecchiom
Crush Roller (c) 1981 Kural Electric, Limited.
Crush Roller is a maze game in which the player controls a paintbrush and must paint the entire layout in order to advance to the next stage. Two fish — one yellow, the other light blue — emerge from separate aquariums to pursue the paintbrush around the board, and if either of the fish succeeds in making contact with the paintbrush, the player loses a life.
The player may use two "rollers" to attack the fish. The rollers are located on two overpasses, one vertical in its orientation, the other horizontal. To use a roller, the player positions the paintbrush on the forward end of the roller, waits for either or both of the fish to approach, then pushes the paintbrush along the roller, attacking the fish. The fish is removed from the maze for a few seconds, then returns to one of the aquariums and resumes its pursuit of the paintbrush. Killing fish in this manner scores bonus points.
A third character, appearing to be an animal or human figure depending on the level, may enter the maze and leave tracks that must be painted over in order for the board to be completed. The player can limit the damage by running over the figure, which not only stops further tracks from being left but also awards the player a score, which progressively increases as more boards are cleared.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in October 1981 in Japan.
This game is known in the U.S. as "Make Trax".
Another version of this game is known as "Korosuke Roller".
2 bootlegs are known as "Paint Roller" and "Magic Brush". Another bootleg was made by Sidam as "Crush Roller (Sidam [Torino, Italy, EUR])".
Giuseppe Fiorido of Italy holds the official record for this game with 2514100 points on June 27, 1984.
- UPDATES -
"Make Trax" has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9000.
Each level starts with the lowest point scoring fish being increased by one. E.g. Level one starts at 50 points, level two with 100 points, and so on up to 9000
Capturing the creature/object messing up your paintwork : 1000 points.
- SERIES -
1. Crush Roller (1981)
2. Crush Roller [Model NEOP00380] (1999, Neo Geo Pocket Color)
- PORTS -
* CONSOLES:
Nintendo Famicon [AS] (1990, "Brush Roller")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Qix Update submitted by vecchiom
Qix (c) 1981 Taito Corp.
The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.
- TECHNICAL -
Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)
- TRIVIA -
Qix was released in October 1981 in the USA.
Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Qix".
The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.
Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.
A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
- SCORING -
There are a couple of ways you earn points in Qix. The first involves actually claiming areas.
There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.
NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.
You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.
During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).
- TIPS AND TRICKS -
* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.
* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.
* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.
* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.
* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.
* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.
* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.
* To maximize points, draw narrow, tall boxes, like fingers, from the bottom. When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.
* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.
- SERIES -
1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)
- STAFF -
Designed & programmed by : Randy Pfeiffer, Sandy Pfeiffer
- PORTS -
* CONSOLES:
[US] Atari 2600 : Release cancelled
[US] Atari 5200 (1982) "Qix [Model CX5212]"
Atari XEGS
[US] Nintendo NES (jan.1991) "Qix [Model NES-QX-USA]"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* HANDHELDS:
Nintendo Game Boy [AU] (1990) "Qix [Model DMG-QX-AUS]"
[EU] Nintendo Game Boy (1990) "Qix [Model DMG-QX-NOE]"
[JP] Nintendo Game Boy (apr.13, 1990) "Qix [Model DMG-QXA]"
[US] Nintendo Game Boy (may.1990) "Qix [Model DMG-QX-USA]"
Atari Lynx [US] (1991) "Qix [Model LX102]" by Telegames, Inc.
Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
[EU] Acorn Electron (1983) "Stix" by Supersoft
BBC B [EU] (1983) "Stix" by Supersoft
[US] Commodore C64 [EU] (1983) "Stix" by Supersoft
[US] Atari 800 (1983) "Qix [Model CXL4027]"
Sharp MZ-700 [Japan] (1983) by Carry Lab
Tandy Color Computer [US] (1984) "Qiks"
Tandy Color Computer [US] (1984) "Quix"
Commodore Amiga [US] (1989)
[US] Commodore C64 (1989)
[US] Apple II (1989)
PC [MS-DOS] [US] (1989)
Apple IIGS [US] (1990)
Oric [US] (2004) "4kQix" by Stephane Geley
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : Release cancelled
Arcade (2003) "Space Invaders 25th Silver Anniversary"
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Stargate Update submitted by vecchiom
Stargate (c) 1981 Williams.
Stargate, also known as 'Defender II', will transport you to a whole new dimension in video games! Not only will the skills you learned with "Defender" be challenged and refined, but new strategies must come into play if you are to be victorious in rescuing the humanoids from the clutches of the aliens and in entering the Stargate! Your ability to react quickly and with on-target precision will be tested against the evil Yllabian Space Guppies, Dynamos, Space Hums, Firebombers and their Fireballs, Phreds, Big Reds and Munchies! If you succeed in maneuvering your ship into the Stargate, you'll be instantly trans-located to that part of the planet where the humanoids are being abducted! To open up spectacular scoring possibilities, rescue four Humanoids, re-enter Stargate and you'll warp 3 waves ahead in space and time, setting off dazzling special effects and racking up high points!
If you must destroy everything in your path or risk self-destruction, activate the Inviso anti-matter cloaking device and become invisible and invulnerable! Inviso time plus a new ship and a Smart Bomb are earned with every 10,000 points you score!
If all ten Humanoids in a wave are abducted, the universe will explode into smithereens, leaving deadly Mutants on the attack! Survive until Wave 5 and the universe will be restored, the humanoids safe... but you'll be the target of an Yllabian Dog Fight! There'll be no Landers to abduct the Humanoids, but all the other aliens will have stronger and larger forces concentrated against you! It will be an out space battle reaching the outer limits of aggression and will call up your last ounce of determination and courage!
- TECHNICAL -
Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Players : 1
Control : 2-way joystick (vertical)
Buttons : 6
=> Thrust, Fire, Reverse, Smart bomb, Inviso, Hyperspace
- TRIVIA -
Stargate was released in October 1981 in the USA.
Stargate was the first game designed by Vid Kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vid Kidz under contract. Stargate took four months to complete. All Vid Kidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days.
The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title. All compilation packs released for home consoles and computers in 1995 and later (see Ports section below for the complete listing) feature the game under the 'Defender II' moniker.
The name of the enemy Yllabian is created by reversing the spelling of Bally, one of Williams' competitors. Bally reversed becomes Yllab.
Shooting a Pod will release between four and seven Swarmers.
Approximately 26,000 upright cabinets and about 1,000 cocktail tables were made.
Stargate plays very similarly to "Defender", although several enhancements have been made to the already superb and demanding game play. Changes from "Defender" :
* The addition of eight more enemies.
* The addition of the Stargate. Going through the Stargate allows the player to either :
1) Go to the opposite side of the planet if no Humanoids are being threatened.
2) Arrive at the exact spot where a Lander is abducting a Humanoid.
3) In addition, before Wave 10, if you fly forwards (not backwards) through the Stargate while carrying four or more Humanoids, you will warp forward three waves. You will get a bonus of Humanoids left X 2,000 points for this achievement (up to 20,000 points).
* The Inviso button allows you to cloak your ship in an anti-matter field. While cloaked, your ship is indestructible and you can destroy enemies by flying through them. You can still pick up falling Humanoids while cloaked.
* There are now bonus waves in the game. After completing these bonus waves, you start again with ten Humanoids on the planet's surface. The bonus waves are:
1) On Wave 5 and every tenth wave thereafter : The Yllabian Dogfight.
2) On Wave 10 and every tenth wave thereafter : The Firebomber Showdown.
* When the last Humanoid left on the planet's surface is abducted, the planet surface starts flashing, and the message under the scanner reads : 'PLANET SURFACE UNSTABLE!'. This is the warning that planetary explosion will occur soon unless at least one Humanoid is saved.
* When all Landers in a wave are destroyed, the message under the scanner reads : 'ALL LANDERS DESTROYED!'.
* There is now a 'Pod Intersection' timer which appears in the scanner at the beginning of any wave which has at least three Pods. It counts down to the moment when all the Pods come together.
- SCORING -
Lander: 150 points
Mutant: 150 points
Bomber: 250 points
Pod: 1,000 points
Baiter: 200 points
Swarmer: 150 points
Firebomber: 250 points
Fireball: 100 points
Dynamo: 200 points
Space Hum: 100 points
Yllabian Space Guppy: 200 points
Phred: 200 points
Big Red: 200 points
Munchies: 50 points
Getting hit by an enemy bullet: 25 points
Destroying a Pod with a Smart Bomb will award either 1,450 or 1,600 points.
Rescuing abducted Humanoids gives increasing bonuses if they are rescued consecutively without being immediately returned to the ground.
500 points for saving the first Humanoid from a Lander, 1,000 points for saving the second, 1,500 points for the third, and 2,000 points for the fourth and higher.
500 points for each Humanoid put back into the planet's surface.
250 points for a Humanoid landing into the ground safely on his own.
A special undocumented bonus can be gained by dropping off a Humanoid as the last event in a wave. There are two ways to do this. One way requires you to have killed everything off in the wave except for one Lander. Wait for the Lander to pick up a Humanoid. Shoot the Lander and catch the Humanoid JUST before it hits the ground. The other way is to deposit a Humanoid that your ship is carrying at the exact moment when you kill the last enemy of the wave. Either way, when this is done properly the screen will flash several times and you will be awarded 2,000 points.
Bonus at the end of each wave:
Wave 1: Humanoids Left X 100.
Wave 2: Humanoids Left X 200.
Wave 3: Humanoids Left X 300.
Wave 4: Humanoids Left X 400.
Wave 5 and all Yllabian Dogfight waves: 2,500 points.
Wave 6 and above: Humaniods Left X 500.
Warp: Humanoids Left X 2,000.
- TIPS AND TRICKS -
The enemies that initially appear in each wave are :
Wave 1 : 11 Landers, 2 Dynamos, 3 Firebombers
Wave 2 : 10 Landers, 2 Dynamos, 3 Firebombers, 7 Yllabian Space Guppies
Wave 3 : 10 Landers, 2 Dynamos, 6 Firebombers, 4 Yllabian Space Guppies, 3 Pods
Wave 4 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods
Wave 5 and every Yllabian Dogfight : 6 Dynamos, 22 Yllabian Space Guppies, 8 Swarmers
Wave 6 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 2 Bombers
Waves 7, 8, and 9 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 3 Bombers
Wave 10 and every Firebomber Showdown : 13 Firebombers, 6 Pods
Wave 11 and every regular wave higher : 18 Landers, 4 Dynamos, 4 Firebombers, 3 Yllabian Space Guppies, 4 Pods, 2 Bombers
If the planet is destroyed, all Landers are replaced with Mutants.
* You start the game in the middle of the screen. You can look at your radar to see where the various enemies are. Get to learn the sounds of the game because they are an important clue as to what is going on out of your viewing range. First of all, learn how to use the buttons with proficiency. You don't want to be hunting around for the smart bomb or thrust button when you are in the middle of a firefight. Practice will make you proficient.
* The player's ship can shoot a maximum of four lasers on the screen at any one time.
* Learn to use your radar screen and after a while you will only look at the viewable area briefly to take care of business. Each enemy has a unique color on the radar so you should be able to easily identify what they are. In addition, you will also learn how each enemy moves around. This will definitely become a great benefit in the later waves.
* Listen to the sounds of the game. When you hear a high-pitched chatter, that means a Lander has picked up a Humanoid in order to create a Mutant. Use your radar and look for the green shape going straight up; that's the Lander. Try to get over there as quickly as possible. Just shoot the Lander, not the Humanoid it has taken. When you hear what sound like something being put together, that means a Lander has become a Mutant.
* Once you shoot the Lander, your job isn't over yet. If the height is too great, the Humanoid will fall and die on impact. You have to fly over the Humanoid and your fighter will pick it up. Any time you scrape against the ground, you will set the Humanoid down. Some players continuously ride around with a Humanoid to prevent the planet from exploding.
* The planet will only explode when all ten Humanoids are dead. Then you will have to go through waves of nothing but Mutants and the other regular enemies until you make it to a bonus wave. After that, you will have ten humans and a new planet again. Mutants are very dangerous to deal with because they tend to swarm and fire a lot of shots toward your ship. Of course, expert players just shoot all the Humanoids so they can have the challenge of going through these Mutant waves.
* Try to clear waves as quickly as possible. If you take too long on a wave, a Baiter, Phred, or a Big Red will appear. These enemies are much faster than your fighter and can outrun it. The Baiter also has the tendency to fire pretty accurate shots. One of the tactics to throw them off is to reverse quickly a couple of times. This disorients them briefly and may give you a chance to shoot them. These enemies make their appearance to ensure you finish waves quickly.
* Use your Smart Bombs only when the screen is crowded with enemies. A lot of players like to get all the Pods together and then touch off a Smart Bomb. Another way is to break open the Pods so that Swarmers are all over then hit the Smart Bomb.
* Use your Inviso sparingly. A good tactic is to find a lot of enemy units bunched up. Fly fast toward them and at the last second activate your Inviso until you are clear (should amount to less then a second of time). You can destroy quite a few enemies this way and you conserve your Invisio energy.
* Use Hyperspace only when you are in a totally desperate situation (like getting swarmed by Mutants or Swarmers). Sometimes Hyperspace will destroy your ship on re-entry.
* Watch out for the Bombers. Although they travel slowly, they leave strings of bombs. If you are not paying attention, you may crash if you attempt to fly through them.
* The Firebombers have a tendency to shoot a lot of Fireballs at your fighter. Fortunately, you can destroy these Fireballs. This can become complicated if there are four or five Firebombers firing at the same time. The Fireballs don't track your ship. The Firebombers don't start shooting Fireballs until Wave 2.
* You can fly through and under the terrain (but you cannot exit the screen at the top and come up through the bottom or vice-versa). Use this to your advantage when maneuvering around.
* Since you 'wrap-around' the screen, this gives you a little more maneuvering room. However, keep looking at your radar because the enemy that disappears off the left side will show up on the right side. Also, shots do not wrap around the edge.
* In addition to using the 'wrap-around', keep in mind that you can also use the Stargate to your advantage. Some players hang around the Stargate until a Humanoid is abducted. They go through the Stargate, save the Humanoid, and go back to the Stargate again to await the next rescue. Also, the Stargate is useful if you are being pursued by a lot of enemies since it transports you to the opposite side of the planet.
* Since you get an extra ship, Smart Bomb, and Inviso time every 10,000 points, that should be your constant goal. However, as the waves get higher things move a lot faster, making even getting 10,000 points a challenge.
* The most extra ships or Smart Bombs that can be obtained is 255. If the player has 255 extra ships or Smart Bombs and then wins an extra one, the counter rolls back to zero.
* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows...
1) Joystick Down, Reverse, 1P Start and Thrust.
2) Reverse, 2P Start and Fire.
3) Joystick Down, 1P Start, Thrust and Fire.
* Stargate attack waves 'roll over' at wave 100, which is displayed, when started and after being completed, as Wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as Wave 101, even though it shows being completed as Wave 1. The game will 'roll over' again at Wave 200, which is displayed, when started and after being completed, as Wave 0 as well. The next 'roll over' occurs at Wave 256. Upon completion of Wave 255, the next wave is a wave very similar to the very first wave, except that the Firebombers shoot. This level is counted and displayed as Wave 0, and the player is awarded a bonus of Humanoids left X 0 points (the bonus for this wave is always 0 points). The next is Wave 1, and the game now plays just as if the player had started a new game (warps are now again possible up to Wave 10), except the player gets to keep his score and all of his bonus ships and Smart Bombs.
- SERIES -
1. Defender (1980, ARC)
2. Stargate (1981, ARC)
3. Strikeforce (1991, ARC)
4. Defender 2000 [Model J9041E] (1996, Jaguar)
- STAFF -
Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1984) "Stargate [Model CX26120]"
[US] Atari 5200 (1984) "Stargate [Model CX5219]"
[JP] Nintendo Famicom (sept.24, 1987) "Star Gate [Model HAL-SB]"
[US] Atari 2600 (1988) "Defender II [Model CX26120]"
[US] Nintendo NES (jul.1988) "Defender II [Model NES-SB-USA]"
[US] Nintendo SNES (oct.1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]"
[EU] Nintendo SNES (jan.8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]"
[US] Sega Genesis (1996) "Williams Arcade's Greatest Hits"
[EU] Sega Mega Drive (1996) "Arcade's Greatest Hits [Model T-97126-50]"
[US] Sega Saturn (1996) "Arcade's Greatest Hits [Model T-9703H]"
[US] Sony PlayStation (apr.10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]"
[EU] Sony PlayStation (sept.1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]"
[US] Sega Dreamcast (june.27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]"
[US] Sega Dreamcast (jul.28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* COMPUTERS:
[US] Commodore VIC-20 (1982) "Defender II"
[US] Apple II (1983)
[US] PC [Booter] (1983)
[US] [EU] Commodore C64 (1984) "Guardian"
[US] PC [MS Windows 3.1/DOS, CD-ROM] (1995) "Williams Arcade Classics"
[US] PC [MS Windows 95/DOS, CD-ROM] (1996) "Williams Arcade Classics"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
[US] Palm OS (aug.2001) "Midway Arcade Classic"
VFD handheld game (1982) by Entex
[US] Tiger Game.com (1997) "Williams Arcade Classics [Model 71-722]"
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Frogger [Model 834-0068] Update submitted by vecchiom
Frogger (c) 1981 Sega Enterprises, Limited.
For more information about the game itself, please see the original Konami version entry.
- TECHNICAL -
BOARD # 834-0068
PROM STICKERS: from 606 to 610.
Sega's Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit.
- TRIVIA -
Frogger was released by Sega/Gremlin, under license by Konami, in October 1981 in the USA, and was the first major hit for Sega (In 1982, "Zaxxon" became their number one game.)
- UPDATES -
In Sega set 2, the attract mode has been extended to feature gameplay instructions.
In Sega set 3, scoring is slightly different: Each forward hop is worth 50 points instead of 10, meaning the maximum points per home is 500, and each frog safely put in a home is worth 100 points instead of 50.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Frogger [Model PB5300]"
Atari XEGS
[US] Colecovision (1982) "Frogger [Model 9830]"
[US] Atari 5200 (1983) "Frogger [Model 9530]"
[US] Mattel Intellivision (1983) "Frogger [Model PB6300]"
[US] Sega Genesis (1998) "Frogger [Model 1139]"
[US] Nintendo SNES (1998) "Frogger [Model SNS-AF7E-USA]"
[US] Microsoft XBOX 360 [XBLA] (jul.12, 2006)
[US] Microsoft XBOX 360 (dec.15, 2009) "Konami Classics Vol.1 [Model 30085]" XBLA version
* HANDHELDS:
[US] Nintendo Game Boy (aug.1998) "Frogger [Model DMG-AFGE-USA]"
[US] Nintendo Game Boy Color (dec.31, 1998) "Frogger [Model DMG-AFRE-USA]"
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
* COMPUTERS:
[US] Atari 800 (1982) "Frogger [Model 1110]"
[US] PC [Booter] (1983)
[US] PC [Booter] (1983) "Hopper", a part of "Friendlyware PC Arcade" suite
[US] Tandy Color Computer (1983)
[US] Apple II (1983)
[US] Commodore C64 (1983) "Frogger [Model PB1570]"
[US] PC [MS-DOS] (1983)
[US] Commodore VIC-20 "Menagerie"
* OTHERS:
[US] VFD handheld game (1981) by Coleco
[US] Radio Shack LCD handheld (1996) "Frog Crossing"
[US] Tiger Game.Com (1999) [Model 75-756]
[US] Mobile Phones (nov.20, 2003)
[US] Frogger Plug 'n Play TV Game (2004) by Majesco
[US] Konami Arcade Advanced Plug 'n Play TV Game (2004) by Majesco
[US] Windows Mobile (oct.30, 2006)
[US] Apple iPhone/iPad (aug.1, 2008) "Frogger [Model 286115722]"
[US] BlackBerry (aug.12, 2009) "Frogger [Model 996]" : Re-released oct.21, 2009
[US] "Atari Flashback 7" (oct.1, 2016) by AtGames
[US] "Atari Ultimate Portable Game Player" (nov.2016) by AtGames
[US] "Atari Flashback 8" (sept.22, 2017) by AtGames
[US] "Atari Flashback 8 Gold Edition" (sept.22, 2017) by AtGames
[US] "Atari Flashback Portable Game Player" (sept.22, 2017) by AtGames
- SOURCES -
Game's ROM.
Accepted [+] [X] New Rally-X Update submitted by vecchiom
New Rally-X (c) 1981 Namco.
New Rally-X is a scrolling, overhead maze-based racing game in which the player drives a racing car around a maze and must collect ten yellow flags before the car's fuel runs out. In-game opponents consist of red enemy cars that pursue and try to ram into and destroy the player's car. The enemy cars are faster moving than the player's vehicle.
The player's car automatically moves in whichever direction the joystick is pushed and if it runs into a wall, it will turn automatically and continue moving. To disrupt the chasing enemy cars a smoke-screen can be activated that trails behind the player's car, causing any pursuing vehicles to crash. Activating the smoke screen uses a small amount of fuel, however, so players must be careful to not overuse it.
Each maze also has rock formations and crashing into these will result in the loss of a player car. A radar display to the right-hand side of the playing area shows the relative positions of the flags, rocks and enemy vehicles.
In addition to the standard ten flags, each maze also contains a special flag (indicated by the letter "S"). If collected, the value earned for the round's remaining flags doubles from 100 to 200 points. If the player dies before the end of that round, the flag value is set back to 100 points and the double bonus is lost.
The mazes also contain a 'lucky flag'. This is marked with the letter 'L' and - providing there are still standard flags remaining - awards the player extra points for remaining fuel, after which the round will continue as normal. Upon completion of a round, bonus points are awarded based on how much fuel the player has remaining.
As players progress through the rounds, the number or pursuing enemy cars increases.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)
- TRIVIA -
New Rally-X was released in February 1981 in Japan and in March 1981 in the USA, but only as an upgrade kit distributed by Midway Manufacturing for "Rally-X" cabinets.
While the original "Rally-X", released under a Bally/Midway license, was a moderate hit in North America, Bally/Midway only distributed this updated version as an upgrade kit for "Rally-X" cabinets. The game appeared quite frequently in mainland Europe and the United Kingdom, mainly in the form of uncredited bootlegs. It was at least as popular as "Rally-X" in these regions, if not more so, primarily due to the game's greater playability and abundance of bootleg board stock.
Differences from "Rally-X" :
* The graphics for the cars have been slightly improved.
* The game has new background music, which many players have found quite enjoyable.
* The stage layouts have been simplified in order to reduce dead ends that a player could become trapped in.
* The number of enemy cars that appear in each stage has been reduced.
* The addition of the Lucky flag.
* The position of the special flag is indicated on the radar by the blinking dot.
* By default, you now get an extra life at 80,000 points in addition to 20,000 points.
* The number of rocks and enemy cars is indicated before each Challenging Stage.
New Rally-X is used as a loading game in "Ridge Racers" for the Sony PSP; it can also be selected as a mini-game.
- SCORING -
Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points (If you lose a life, the points awarded will reset when you start the stage over).
Special flag : Doubles points for the Special Flag and all flags collected thereafter until you clear the stage or lose a life. If you clear the round without losing a life, the last flag is always worth 2,000 points because it is guaranteed that at some point, you will have collected the Special Flag. However, losing a life will cancel out the Special Flag's scoring effect when you have to start the stage over.
Lucky flag : Normal flag points plus points for remaining fuel
End of round bonus : Points for remaining fuel
- TIPS AND TRICKS -
* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.
* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, the blinking yellow dot represents the Special Flag, red dots represent the enemy cars, and the dot flashing black and gray represents you.
* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.
* If you collect the Lucky flag last, points for remaining fuel will only be counted once. Try not to get the Lucky flag last if you're trying for the high scores.
* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.
* Challenging stages occur before each maze change, which occurs on the third round and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.
- SERIES -
1. Rally-X (1980, Arcade)
2. New Rally-X (1981, Arcade)
3. Rally-X Arrangement (1996, Arcade): part of "Namco Classics Collection Vol.2"
4. New Rally-X Arrangement (2005, PSP): part of "Namco Museum Battle Collection"
5. Rally-X Remix (2007, Wii): part of "Namco Museum Remix"
6. Rally-X Rumble (2011, App Store)
- STAFF -
Music by : Nobuyuki Ohnogi
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.1"
[US] Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]"
[US] [EU] [JP] [AU] Microsoft XBOX 360 [XBLA] (dec.27, 2006)
[US] Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 [XBLA] (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 [XBLA] (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (oct.6, 2009)
[JP] Microsoft XBOX 360 [XBLA] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[US] Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'New Banggor' in "Namco Museum [Model UCKS-45005]"
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
* COMPUTERS:
[JP] Sharp X68000 (1988)
[JP] PC [MS Windows, CD-ROM] (nov.28, 1997) "Namco History Vol.2"
* OTHERS:
[US] Arcade (1996) "Namco Classics Collection Vol.2"
[US] Ms. Pac-Man TV Game Wireless Version (2005) by Jakk's Pacific
[US] Arcade Gold featuring Pac-Man (2007) by Jakk's Pacific
[US] Retro Arcade featuring Pac-Man (2008) by Jakk's Pacific
[US] Apple iPhone/iPod (aug.18, 2011) "Rally-X Rumble [Model 451084589]"
[US] Pac-Man Connect and Play (2012) by Bandai
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Refused [+] [X] Rally-X [Upright model] [Model 935] Update submitted by vecchiom
Rally-X (c) 1980 Midway Mfg. Co.
Export version by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game, please see the original Namco entry.
- TECHNICAL -
[Upright model]
[No. 935]
- TRIVIA -
Rally-X was released by Midway Manufacturing, under license by Namco, in December 1980 in the USA.
In the introduction to the bonus stages, the Namco version misspelled 'Challenging' as 'Charanging'. This was corrected in this export version.
In 1981, "Defender", "Pac-Man", and "Battlezone" were shown alongside Rally-X at a trade show sponsored by the Amusement Machine Operators of America. It was believed that Rally-X would be the top money-earner. Defender went on to sell more than 60,000 units - more than disproving these projections - and cemented its place in video game history.
A Midway Rally-X unit appears in the 1982 movie 'Tron'.
- PORTS -
NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco entry.
* CONSOLES:
Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo Gameboy Advance (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]"
* COMPUTERS:
PC [MS Windows, CD-ROM] (jul.31, 1998) "Microsoft Revenge of Arcade"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
Arcade (1996) "Namco Classics Collection Vol.2"
Namco Classics TV Game (2003) by Jakk's Pacific
Arcade (2010) "Pac-Man's Arcade Party"
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's Flyer.
Accepted [+] [X] Donkey Kong Update submitted by vecchiom
Donkey Kong (c) 1981 Nintendo of America, Incorporated.
Export version for North America. For more information about the game itself, please see the original Japanese upright version entry.
- TECHNICAL -
[Blue Upright model]
The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).
[Red Upright model]
The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay.
- TRIVIA -
Donkey Kong was released on July 31, 1981 in the USA.
Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly.
Mario was named after Mario Segale, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; most home coversions, particularly the NES version, game him the Mario name.
Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic.
Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.
About 60,000 units were sold in the US. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.
Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.
A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men' (Season 5, Episode 2 - People Who Love Peepholes).
MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'.
Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Mario was voiced by veteran voice actor Peter Cullen, while Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009).
Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.
- UPDATES -
The original Japanese version had all four stages displayed in their original, logical order 1-2-3-4.
For this US version, they changed it to match the 'How High Can You Try/Get?' theme, with the stage order as follows :
L-01 : 1-4
L-02 : 1-3-4
L-03 : 1-2-3-4 (as in all levels of the Japanese version)
L-04 : 1-2-1-3-4
L-05 : 1-2-1-3-1-4
L-06 through L-21 all remain the same as L-05
L-22 : 1 (Kill screen).
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese upright version entry.
* CONSOLES:
[US] Atari 2600 (1982) "Donkey Kong [Model 2451]"
Colecovision [US] (1982) "Donkey Kong [Model 2411]"
Mattel Intellivision [US] (1982) "Donkey Kong [Model 2471]"
[US] Nintendo NES (june.1986) "Donkey Kong [Model NES-DK-USA]"
Atari XEGS
[US] Atari 2600 (1988) "Donkey Kong [Model CX26143]"
[US] Atari 7800 (1988) "Donkey Kong [Model CX7848]"
* HANDHELDS:
[US] Nintendo Game Boy (june.1994) "Donkey Kong [Model DMG-QD-USA]"
* COMPUTERS:
Tandy Color Computer [US] (1982) "Dunkey Munkey"
Tandy Color Computer [US] (1982) "Donkey King"
Tandy Color Computer [US] (1983) "The King"
Tandy Color Computer [US] (1983) "Monkey Kong"
PC [Booter] [US] (1983) "Donkey Kong"
PC [Booter] [US] (1983) "Gorilla Gorilla" : part of the "FriendlyWare P.C. Arcade" suite
[US] Atari 800 (1983) "Donkey Kong [Model RX8031]"
TI99/4A [US] (1983) "Donkey Kong [Model RX8512]"
Commodore VIC-20 [US] (1983) "Donkey Kong [Model RX8513]"
[US] Apple II (1983)
[US] Commodore C64 (1983) "Donkey Kong [Model RX8514]"
PC [MS-DOS] [US] (1997) "Champ Kong" by CHAMProgramming
* OTHERS:
VFD handheld game [US] (1982) released by Coleco.
LCD handheld game [US] (Game & Watch) released by Nintendo : double screen.
- SOURCES -
Game's ROM.
Accepted [+] [X] Donkey Kong Update submitted by vecchiom
Donkey Kong (c) 1981 Nintendo.
Donkey Kong is a legendary arcade platform game in which the player takes on the role of "Jumpman", who would later be renamed "Mario" and would go on to become Nintendo's mascot and a gaming legend. In this game, he must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the giant ape, Donkey Kong.
Jumpman is controlled with a joystick and a single JUMP button and must avoid the rolling Barrels thrown at him by Donkey Kong, as well as other enemies, including Fireballs, Cement Pies, Springs, and Firefoxes. Screens are negotiated with the use of ladders, ramps, conveyor belts and elevators.
For additional points, players can collect umbrellas, hats, purses and other bonus items that Pauline has dropped on her way to the top of the building. Jumpman can also grab a hammer to smash Barrels, Beams, Fireballs, Cement Pies, and Firefoxes to earn additional bonus points. The hammer can only be used for a limited time, however, and Jumpman cannot jump or climb ladders while in possession of the hammer.
On the Ramp, Elevator and Conveyor Belt stages, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next level. (Exception: On the Conveyor Belt stage, Jumpman only needs to reach Donkey Kong's platform to clear the stage.)
On the Rivet stage, Jumpman must remove eight rivets by running or jumping over them. After all eight rivets are removed, Donkey Kong will fall head first onto a stack of girders, knocking him out, and Jumpman and Pauline will finally be reunited.
The game then starts over again with an increased level of difficulty.
- CAST OF CHARACTERS -
Jumpman (aka Mario) - This is the one and only Mario who will go on to become one of the biggest video game stars of all time. This is the game that started it all for him. His given profession in Donkey Kong is that of a carpenter, instead of a plumber.
Pauline - Jumpman's girlfriend and damsel in distress. She is stuck at the top of each screen awaiting rescue from the clutches of Donkey Kong. (When the arcade version of the game was first released, she did not have an official name and was just referred to as "Lady"; she was renamed "Pauline" about the same time Jumpman was renamed "Mario".)
Donkey Kong - The most well-known video game ape and only character to retain his original name in future games. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Jumpman is working at.
Hammer - Except for the Elevator stage, two hammers can be found on each stage. Jump to grab the hammer and use it to smash nearby dangers for points. It only lasts for a short time and Mario cannot climb ladders while he is holding the hammer.
Barrel - Donkey Kong throws these at Jumpman on the Ramp stage. Many of them roll down the ramps and randomly drop down ladders that they pass. Sometimes Kong throws them directly down the building.
Beam - These are the blue Barrels that Kong throws. The only difference between them and the Barrels is that Beams will turn into Fireballs when they reach the burning can of oil at the bottom.
Fireball - These appear on every stage except the Rivet stage. They move about randomly and can be jumped, but it's dangerous to try because they change directions frequently.
Cement Pie - These appear on the Conveyor Belt stage only. They passively travel along the conveyor belt and are harmful to touch. The only danger they pose is when the conveyor belt suddenly changes directions.
Spring - These bounce along the roof of the Elevator stage before falling down to the bottom of the screen creating a dangerous but predictable obstacle to avoid.
Firefox - The fire enemies that roam around the Rivet stage. They are even harder to jump over and they seem to track Mario a little more closely.
Prizes - Except on the Ramp stage, some of Pauline's dropped items (namely her purse, hat and umbrella) litter the construction site and can be retrieved by Jumpman for bonus points.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry
Players: 2
Control: 4-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Donkey Kong was released on July 9, 1981 in Japan.
The game was originally going to be called 'Monkey Kong' but a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigeru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.
The Japanese word for 'stupid' or 'foolish' literally means 'donkey-like'. So Donkey Kong can be interpreted as 'Stupid Kong'. However, since the Japanese language has no obscenities, translators usually use the same word when an obscene adjective is needed. So Donkey Kong can also be interpreted as 'F---ing Kong'.
Mario was originally called 'Jumpman' when the arcade version of the game was first released. He wasn't officially renamed Mario until "Donkey Kong Jr.", but several home conversions of Donkey Kong, especially the NES/Famicom ports, have given him the Mario name. Likewise, Pauline was originally called "Lady". Her name changed about the same time Mario's name was changed.
Nintendo was sued by Universal Studios who said the Donkey Kong character infringed on the King Kong copyright. Nintendo's legal counsel, John Kirby of Latham & Watkins LLP, recalled an old case were the RKO Pictures sued Universal Studio for the same reason. At this time, Universal Studio had argued that King Kong was in the public domain. So, Universal Studio lost and had to pay Nintendo $1.8 million in damages. To thank John Kirby, Nintendo created a personage with the name of Kirby (originally called Popopo).
Donkey Kong introduced a number of wholly original game-play ideas to the platform genre. It was the first ever game to feature multiple play-fields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radar Scope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.
Originally both the US and Japanese versions asked us 'How High Can You Try?'. This was quickly grammatically corrected to ask the familiar 'How High Can You Get?'.
The game does end, as it has a 'kill screen'! The timer in L-22 expires so quickly that the 25m stage cannot be completed.
There is this text in one of the roms of the Japanese version :
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM, WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.
The logo for Ikegami Tsushinki Co., Ltd. (ITC) can be found on the title graphics, but it's never used. ITC both developed the hardware and wrote the program code for Donkey Kong.
The Barrel appears as an item in Super Smash Bros. (Nintendo 64)
The Elevator stage is used as an unlockable stage in Super Smash Bros. Brawl for the Nintendo Wii.
Robbie Lakeman holds the official record for this game with 1,144,800 points, which he achieved on December 1st, 2014.
A 'speed-up' kit was released in Japan disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).
The game was featured as an unlockable extra in "Donkey Kong 64" for the Nintendo 64.
- SCORING -
Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage).
On the Ramp Stage only :
Two items jumped : 300 points
Three or more items jumped : 500 points
* Due to a bug in the program, jumping three or more items displays onscreen 800 points but actually awards only 500 points.
* Sometimes jumping over one or more objects scores no points.
Destroying objects with the hammer :
Barrels : 300 points
Beams, Fireballs, Cement Pies, and Firefoxes : 300, 500 or 800 points
Picking up Pauline's purse, hat, or umbrella :
L-01 : 300 points
L-02 : 500 points
L-03 onward : 800 points
On the Rivet Stage only :
Removing a rivet : 100 points
Jumping close to Kong : 100 points
When a stage is completed, the player receives the points shown in the bonus box.
Starting bonus points :
L-01 : 5,000 points
L-02 : 6,000 points
L-03 : 7,000 points
L-04 through L-21 : 8,000 points
L-22 (kill screen) : 4,000 points
* The timer on L-22 behaves strangely. When the stage first comes onscreen, the timer reads 100. Then it changes to 4,000 when Mario appears. It then counts down to 3,700 and stays there for a few seconds, until Mario dies due to the bug in the game's timer code.
- TIPS AND TRICKS -
* When you start the game, Jumpman will start at the oil can on the bottom floor of the Ramp Stage. Your job is to navigate him to the top so that he can progress to the next stages. Here are some strategies for each stage...
* RAMP STAGE : This is the first stage of each level.
1) On L-01, the Ramp Stage pretty easy. Donkey Kong will start the show by dropping a Beam into the oil can, igniting it. After a couple of seconds, a Fireball will jump out and dance about. Afterwards, every eighth Barrel released by Donkey Kong will be a Beam. In the later levels, Donkey Kong will throw the first Beam diagonally toward the lower right corner. If you are running toward that ladder, you and the Beam may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump the Beam.
2) Donkey Kong releases a Barrel about every 2 seconds. This does not mean, however, that the Barrels will all come at you at a uniform rate. Some Barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the Barrels to bunch up in twos, threes, and even fours. Be wary when attempting to jump too many Barrels since you don't have the horizontal range to jump too many.
3) Also remember to have enough overhead clearance when jumping Barrels. If Jumpman's head goes above the platform above, he may hit a Barrel rolling down that platform. This problem is especially true at the ends of the platforms.
4) In the later levels, the Barrels seem to go for Jumpman. To offset this a bit, go just a little past a ladder. The Barrel may drop giving you an opening at a ladder farther down the platform.
5) The Hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips :
a) Remember, you cannot jump or climb ladders when you have the Hammer.
b) Be wary of trying to hammer Barrels that are close together. You will take out the first Barrel, but the second Barrel will get you when Jumpman is swinging the Hammer up. It's better to do a quick back and forth jog so that you can get the second Barrel.
c) If Jumpman stands at the end of a platform so the one above is right above his head, he can destroy Barrels before they drop to his level. Again, watch out for how much hammering time you have or a Barrel may drop on you right when your hammer goes away.
6) If there is a Barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the Barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels. NOTE: On the Japanese version, a Barrel cannot drop down a ladder while Jumpman is on it.
7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw Barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels.
8) Although the Fireballs on this stage are rather sedate, they still can pose a danger. If you take too long on the level, the Fireballs will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.
9) On this and all stages, Jumpman can only survive falls at a distance no greater than his height.
* CONVEYOR BELT STAGE : A relatively easy stage. You just have to watch out for Fireballs, Cement Pies, and conveyor belts...
1) The conveyor belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance.
2) Watch out for the Cement Pies. They come up randomly and Mario will lose the battle if a Cement Pie hits him. The same goes for the Fireballs that are born from the oil can.
3) If Jumpman goes off the edge of the screen on a conveyor belt he will lose that battle.
4) Any platforms that have circles on one or both of the ends are conveyor belts. That means the very bottom and third platforms are not conveyor belts. Plan your strategy accordingly.
5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the Cement Pies. Just make sure there aren't any Fireballs around to harass you. Once the ladder extends to the next platform, climb it.
6) On this stage, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on.
* ELEVATOR STAGE : Probably the hardest stage in the game. It's the one that players have the most trouble with.
1) Jumpman will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate :
a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while travelling on the first set of girders and again when you cross over on the second set of girders.
c) The Springs themselves are a hazard. If your timing is off, be prepared to have Jumpman squashed by a wayward Spring.
2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are :
a) You don't have as many jumps to make.
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders.
c) These factors create a higher risk for Jumpman to not make it.
3) To navigate the top route, do the following :
a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fireball is in the way, jump back to the top of the girder on the left (and pick up the Umbrella if you haven't done so yet).
b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Jumpman is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Jumpman will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder.
4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Jumpman will be right on the edge of that girder. The Springs will get very close to Jumpman (basically shaving his nose) but they won't hit him.
5) When a Spring basically scrapes Jumpman's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Jumpman will follow the Spring that just bounced over him and beat the Spring right behind it. This trick works on the later levels even when the Springs are 'double-jumping'.
6) This stage requires practice to perfect your techniques. Fortunately, in the US version, there is only one Elevator Stage per level after L-03 (100m from L-04 onward). Remember, Jumpman cannot survive long falls.
* RIVET STAGE : This is final stage of each level. However, it is probably one of the easiest stages to go through.
1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Firefoxes. At the later levels, the Firefoxes move quite a bit faster and they become more aggressive.
2) One tactic is to get on one side of the rivet. Just as a Firefox gets right next to Jumpman, jump backward over the rivet. You will gain 100 points and remove the rivet. Firefoxes cannot cross the gap created by the missing rivet.
3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Jumpman really quickly.
4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Firefoxes and there is nowhere left to go.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Developed by: Ikegami Communication
Designed by: Shigeru Miyamoto
Programmed by: Hirohisa Komanome, Minoru Iinuma, Mitsuhiro Nishida, Yasuhiro Murata
Under section chief: Masayo Oka
Pattern ROM creation: Shigeru Kudou, Kenzou Sekiguchi
Music by: Hirokazu Tanaka
Produced by: Gunpei Yokoi
- PORTS -
NOTE: For ports released in North America, please see the North American upright version entry.
* CONSOLES:
[EU] Atari 2600 (1982) "Donkey Kong [Model 4L2274]"
[EU] Mattel Intellivision (1983) "Donkey Kong [Model 7625-7A]"
[JP] Nintendo Famicom (jul.15, 1983) "Donkey Kong [Model HVC-DK]"
[EU] Nintendo NES (oct.15, 1983) "Donkey Kong [Model NES-DK-EEC]"
[BR] DynaVision "Donkey Kong"
[JP] Nintendo Famicom Disk (apr.8, 1988) "Donkey Kong [Model FMC-DKD]"
* HANDHELDS:
[JP] Nintendo Game Boy (june.14, 1994) "Donkey Kong [Model DMG-QDA]"
[EU] Nintendo Game Boy (sept.24, 1994) "Donkey Kong [Model DMG-QD-NOE]"
* COMPUTERS:
[EU] Commodore C64 (1983)
[EU] BBC B (1984) "Killer Gorilla"
[EU] Acorn Electron (1984) "Killer Gorilla"
[EU] Amstrad PCW (198?) "Climb It"
[EU] Anstrad CPC (1986)
[FR] Amstrad CPC [Disk] (1986)
[FR] Amstrad CPC [Tape] (1986)
[DE] Amstrad CPC [Disk] (1986)
[DE] Amstrad CPC [Tape] (1986)
[SP] Amstrad CPC [Disk] (1986)
[SP] Amstrad CPC [Tape] (1987)
[EU] Sinclair ZX Spectrum (1983) "Kong"
[EU] Sinclair ZX-Spectrum (1986)
[JP] MSX
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Pleiads Update submitted by vecchiom
Pleiads (c) 1981 Centuri, Incorporated.
North American release. Game developed in Japan. See the original for more information.
- TRIVIA -
Pleiads was released by Centuri, under license by Tehkan, in June 1981 in the USA.
- SOURCES -
See Machine's picture.
Game's ROM.
Accepted [+] [X] Pleiads Update submitted by vecchiom
Pleiads (c) 1981 Tehkan.
Pleiads is a 2-D, space shooter style game. With its many interesting visual and audio effects, this game is sure to challenge the most avid player.
Each round of play includes 4 different stages. With the onset of the melodious background tune, the first stage of play begins.
Against a backdrop of planets and twinkling stars, the Earth City must be protected from sixteen attacking Martians. These Martian attackers have the ability to transform from flying Martians, to walking Martians, or to UFOs. The walking Martians build barriers across the Earth City. These barriers must be destroyed.
The Earth Spaceship can be maneuvered right and left. With the use of the 'warp' button, it can be randomly relocated when necessary. These, plus a backup of stationary defense weapons, aid in protecting the Earth City and Spaceship, as well as in destroying the Martian Attackers. When all but the two final Martians have been destroyed, a tone of dusk shades the Earth City. As these two attackers meet their end, the Earth Spaceship ascends into space to meet the challenge of Stage II.
In this second stage of play, the Earth Spaceship encounters eight Space Monsters. To destroy these Monsters, they must be hit in the direct center. When a Space Monster with burning wings is destroyed, up to 400 points can be added to your score. When all the Space Monsters have been destroyed, the Earth Spaceship prepares for Stage III.
In this third stage of play, the Earth Spaceship is confronted with the Martian Space Battleship and its unseen forces. This Martian Battleship contains five closed chambers, each protected by a rocket flame. Each chamber opens periodically at random, to release a defending reserve of Martian attackers. When a flame below an open chamber is extinguished, point value of the Martian Space Battleship increases. This enemy ship can be destroyed by either eliminating all sixteen Martian attackers, or by extinguishing all five rocket flames. When the Martian Space Battleship finally explodes, the Earth Spaceship moves on to Stage IV.
This last stage of play begins with an emergency signal, SOS, SOS, SOS, AT ONCE RETURN TO EARTH. The Earth Spaceship is now ready to be guided on its journey, through a landing corridor, back to its home base. The Earth Spaceship must be carefully maneuvered around other spaceships in order to avoid destruction. Clearing flags will add bonus points to your score. When the Earth Spaceship has been safely maneuvered to its arrival target, 500 to 4,000 points will be added to your score, while bursts of fireworks greet your arrival and signal the beginning of a new round of play.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.247 Khz), Custom (@ 0.247 Khz)
Players : 2
Buttons : 4
=> LEFT MOTION, RIGHT MOTION, FIRE, HYPERSPACE
- TRIVIA -
Pleiads was released in April 1981 in Japan.
Pleiads was a partnership game between Tehkan and Centuri. Centuri tended to partner up with other companies such as SNK for "Vanguard" or Amstar for "Phoenix". Tehkan was a little known company who mostly produced sports type games. There most well known game is "Bomb Jack". Unfortunately, the video game crash of the early 80's claimed both of these companies as victims; Centuri in 1983 and Tehkan in 1985. This was another game that one played on multiple playing fields. The scoring system was more unique in the fact it depended on things you did before you killed an enemy. Pleiads was a loosely based sequel to "Phoenix", which was released in 1980.
The cabinet artworks spell the name as 'Pleiades' but the game has it spelled 'Pleiads'. The name itself is from Greek mythology, of which there are several different spellings (Pleiads, Pleiades, Peleiades).
Patrick Orr holds the official record for this game with 1,164,900 points.
A Pleiads unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
Pleiads also shows up in 'Chapter Two - The Bishop of Battle', the 2nd story in the 1983 movie Nightmares, featuring Emelio Estevez and Moon Unit Zappa. However, they use game sounds from other games ("Dig Dug", among others) during the game footage.
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made on the Martians in the later waves.
Flying Martian : 30 points (Last one of the wave is 130 points)
Walking Martian : 80 points
UFO : 150 points
Space Monster (small) just entering screen : 50 points
Space Monster (large) after entering screen : 100 points
Space Monster with one wing burning : 200 points
Space Monster with two wings burning : 400 points
Each hit on a Space Monster's wing : 20 points
The Martian Space Battleship has a different scoring system. It is dependent on how many exhaust flames you put out with laser fire. The chamber must be open for you to put out the fire. The scoring starts low on the first cycle of four waves and increments up from that point. Your sixth visit to the Martian Space Battleship has the potential to yield the most points. This is how the Martian Space Battleship is scored :
Cycle : 1 - Fires Out : 1 - 100 Points
Cycle : 1 - Fires Out : 2 - 200 Points
Cycle : 1 - Fires Out : 3 - 400 Points
Cycle : 1 - Fires Out : 4 - 800 Points
Cycle : 1 - Fires Out : 5 - 1600 Points
Cycle : 2 - Fires Out : 1 - 200 Points
Cycle : 2 - Fires Out : 2 - 400 Points
Cycle : 2 - Fires Out : 3 - 800 Points
Cycle : 2 - Fires Out : 4 - 1600 Points
Cycle : 2 - Fires Out : 5 - 3200 Points
Cycle : 3 - Fires Out : 1 - 300 Points
Cycle : 3 - Fires Out : 2 - 600 Points
Cycle : 3 - Fires Out : 3 - 1200 Points
Cycle : 3 - Fires Out : 4 - 2400 Points
Cycle : 3 - Fires Out : 5 - 4800 Points
Cycle : 4 - Fires Out : 1 - 400 Points
Cycle : 4 - Fires Out : 2 - 800 Points
Cycle : 4 - Fires Out : 3 - 1600 Points
Cycle : 4 - Fires Out : 4 - 3200 Points
Cycle : 4 - Fires Out : 5 - 6400 Points
Cycle : 5 - Fires Out : 1 - 500 Points
Cycle : 5 - Fires Out : 2 - 1000 Points
Cycle : 5 - Fires Out : 3 - 2000 Points
Cycle : 5 - Fires Out : 4 - 4000 Points
Cycle : 5 - Fires Out : 5 - 8000 Points
Cycle : 6 - Fires Out : 1 - 600 Points
Cycle : 6 - Fires Out : 2 - 1200 Points
Cycle : 6 - Fires Out : 3 - 2400 Points
Cycle : 6 - Fires Out : 4 - 4800 Points
Cycle : 6 - Fires Out : 5 - 9600 Points
Every cycle after the sixth gives the same amount of points as the fifth cycle.
During the landing sequence in wave 4, you get points for the following :
Collecting flags : 100- 600 points
Successful landing : 500-4000 points plus a fireworks display per 500 points awarded (i.e. 1500 points yields three fireworks bursts).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a city on either side at the corner, two radar dishes to your left, and some fighters and missiles to your right. This is the beginning of wave 1.
WAVE 1
1) There are three types of units you need to be aware of and what they do :
a) Flying Martians fly in a zig-zag pattern and drop bombs along their route. The bombs are pretty easy to avoid.
b) Walking Martians lay barriers across your field of fire. The Martians can shoot through the barriers but you must destroy them to be able to shoot the Martians. The barriers themselves are worth no points.
c) UFO's rarely fire at your fighter. Instead, they attempt to ram and destroy your fighter. They move in a quicker zig-zag type pattern.
2) The two radar dishes are very helpful so you need to protect them. They not only warn of a new wave of Martians, but they also take pot shots at the Martians. If they score a hit, you get credited with the points.
3) Other items on the screen serve as cover for your fighter.
4) Once you are down to the last two fighters, be ready because they tend to do more chaotic moves to avoid getting hit while dropping bombs at the same time.
WAVE 2
1) The Space Monsters all start small. They come from the top doing a lazy zig-zag pattern. It is a good idea to try to take out at least four of them.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to flame one of their wings. If you do this, it forces them to go straight down until the wing fire is put out. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to flame both wings of each of the Space Monsters remaining before destroying them. You get a lot more points for it.
4) One trick some players do is to go all the way to the left corner on the remaining Space Monster. It lines up in such a way that the bombs miss your fighter. Then you just keep hitting the fire button, which results in you constantly hitting the wing (20 points a hit). Some players rack up a couple of thousand points before the Space Monster is coming down too fast for them to hit.
WAVE 3
1) Your goal on this wave is to extinguish the five exhaust flames under the Martian Space Battleship. You can only extinguish a flame when the chamber door is open. They open and close at random times but if you are trying to put out the fifth flame, it will open and close quickly.
2) Try to remain under the battleship as much as possible so you can quickly extinguish the flame. Sometimes the door opens and closes quickly.
3) The only points you will get for the Martian Space Battleship will be from the number of flames you put out. This wave is your biggest point getter (and easier) in the game.
4) If you destroy all 16 of the escorts before you put out all the flames on the battleship, then the wave is over and you get whatever points the battleship was worth.
5) Conversely, if you destroy the battleship before you destroy the 16 escorts, the wave also ends with you getting full points for the battleship. The points being dependent on the cycle you are on.
6) This time, you are only attacked by the Flying Martians and UFO's. They will either come in from the sides by the battleship or they will exit one of the chambers above the flame (or where the flame used to be). Again, the Flying Martians will drop a volley of bombs while the UFO's will just try to ram your fighter.
WAVE 4
1) When you first approach the airstrip, take a quick look around it to see where the other fighters are parked and where the flags are located at. In the later levels, the spacing becomes very tight so you will need precision movements to navigate around.
2) Your fighter will be constantly moving so you will need to adjust it left or right constantly or it will drift in whatever its last direction was.
3) If you have a chance to get a flag, and it doesn't put you into a bad situation movement-wise, then get it. If not, just concentrate on getting to the target.
4) Your main goal is to get into the target dead center to get the maximum points for landing.
Once you complete wave 4, the cycle begins anew.
- SERIES -
1. Phoenix (1980)
2. Pleiads (1981)
- PORTS -
* CONSOLES:
Emerson Arcadia (1982, "Pleiades")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Super Cobra Update submitted by vecchiom
Super Cobra (c) 1981 Stern Electronics.
North American release. Game developed in Japan. See the original for more information.
- TECHNICAL -
Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, FIRE and BOMB buttons are on either side (meaning you can play this title with either hand).
- TRIVIA -
Super Cobra was released by Stern Electronics, under license by Konami, in June 1981 in the USA.
- PORTS -
* CONSOLES:
Entex Adventurevision [US] (1982) "Super Cobra [Model 6077]"
Magnavox Odyssey 2 [US] (1983) by Parker Brothers
Mattel Intellivision [US] (1983) "Super Cobra [Model 6320]"
Colecovision [US] (1983) "Super Cobra [Model 9850]"
[US] Atari 2600 (1983) "Super Cobra [Model PB5320]"
[US] Atari 5200 (1983) "Super Cobra [Model 9550]"
Atari XEGS
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
* COMPUTERS:
[US] Atari 800 (1983) "Super Cobra [Model 1140]"
* OTHERS:
VFD handheld game [US] (1982) released by Entex.
Arcade [US] (nov.1998) "Konami 80's AC Special"
- SOURCES -
Game's ROM.
Passport @ everything2
Accepted [+] [X] Super Cobra [Model GX316] Update submitted by vecchiom
Super Cobra (c) 1981 Konami.
The object of the game is to invade ten SUPER COBRA defense systems of increasing difficulty and safely pick up the BOOTY.
Use the joystick to move up, down, accelerate and decelerate. Use the Laser and Bombs to destroy defenders. Hitting tanks scores Mystery Value worth 100, 200, or 300 points. Rockets, Tanks, Missiles, and UFO's may all fire at invader. Hit fuel tanks for extra fuel for CHOPPER. The Chopper uses up fuel as it flies, except in between defense levels.
At 10000 points, the player is awarded a BONUS CHOPPER.
At the end of the game, the player can continue at the defense level he left off on by depositing extra coins and pressing the discharge button on the left-hand side of the panel.
If the Booty is destroyed on the BASE level, the player may try again. When the Booty is safely recovered, a Bonus Chopper is awarded and play resumes at defense level Number 1 where the fuel is used up faster and the defenders fire more often.
SUPER COBRA Defense Level Descriptions :
* Fuel Tanks appear on every defense level.
* Tanks appear and fire on all levels except level 8 where they do not fire.
Level 1 - Player must maneuver the chopper over mountainous terrain against fast and slow firing rockets.
Level 2 - Chopper faces Arcing missiles over a mountain terrain.
Level 3 - Smart Bombs flying in groups of four over mountainous terrain. Rockets appear, but do not fire.
Level 4 - Single Smart Bombs over mountainous terrain. Again, Rockets appear but do not fire.
Level 5 - Chopper flies through a cavern-like terrain against Falling Mines.
Level 6 - Rapidly firing, Roving Tanks over mountainous terrain. Rockets appear, but do not fire.
Level 7 - Maneuver through a field of meteors which explode when hit with bombs or three times with Laser, plus a single, green, shadow meteor directly in front of Chopper which explodes when hit five times with Laser. Rockets appear but do not fire.
Level 8 - Chopper flies over mountainous terrain against rapidly firing UFO's. Tanks and Rockets appear, but do not fire.
Level 9 - Chopper faces arcing missiles over tall buildings.
Level 10 - Firing rockets in a Building Maze.
Base - Player must maneuver the Chopper over tall buildings against arcing missiles and rapidly firing tanks to reach the Booty and safely carry it away.
- TECHNICAL -
Game ID : GX316
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.78975 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Super Cobra was released in March 1981 in Japan.
While Scramble only went through five areas to the base, Super Cobra went through ten areas. Super Cobra also had more enemies to deal with besides the missiles such as gun batteries and sidewinder missiles. The premise, though, is the same. Penetrate the enemy defenses to make it to the base to pick up the booty. What do you have against all this defense, you have your Super Cobra of course. It will, though, require all of your skills as a pilot to be able to go the distance to get the booty. This game never gained the popularity of Scramble but it still remains a cult classic and actually seems to have had better staying power then Scramble. Perhaps the reason was because it was more of a challenge, who knows.
A Super Cobra unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
- SCORING -
10 points per second of flying.
Missile on ground : 30 points
Sidewinder missile on ground : 40 points
Missile in air : 50 points
Sidewinder missile in air : 60 points
Red UFO : 100 points
UFO : 100 points
Fuel tank : 50 points
Gun battery : 100, 200, or 300 points
Green fireball : 150 points
Missile in ceiling : 30 points
Missile dropping from ceiling : 50 points
Booty : 800 points
- TIPS AND TRICKS -
* When you start the game, your helicopter will be at the left side of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the right side and no slower then the left side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control. You will hit a clear area and a message will come up such as '1000 miles cleared', '2000 miles cleared', etc... until your reach the base.
1ST AREA : This is a basic introductory area. It will allow you to get used to the controls while the threat level remains relatively low. The area is a mix of both mountainous and city.
a) Learn how to vary your speed and you can drop bombs with pinpoint precision. You can only have two bombs on the screen at any one time. You will have to go close to the surface to really make a difference. The biggest threat is the missiles that rise up to meet you.
b) Fuel is a very precious commodity in this game. Don't take a chance trying to bomb a fuel tank. It's better, if you have a flat section, to take out what's under your rocket, and strafe the rest of the way. This way, you ensure you can hit the fuel tank or tanks.
c) Watch the terrain. Sometimes you may be cruising when a mountain will appear suddenly requiring quick reflexes and space you may not have.
d) You also need to watch out for ground fire from the gun batteries. They tend to fire random shots and if you aren't careful, they will hit your helicopter.
2ND AREA : This area introduces you to the sidewinder missile. These missiles are unusual in the fact that they fire at an arc and come back down again. This means your helicopter can get hit two ways. Of course, if it misses your helicopter, it tends to sometimes be helpful by taking out other ground targets such as missiles and gun batteries. The terrain is mountainous.
a) Follow the same pattern as you did in the 1st Area. This time, you need to be wary of the sidewinder missiles.
b) As always, make sure you keep a high fuel level and watch out for those gun batteries.
3RD AREA : You get to deal with the red UFO's in this area. Also, the mountains will get steeper and create ''choke points'' at the top of the screen. Of course, you will have to contend with the UFO's coming through the other side. The terrain is mountainous.
a) The red UFO's aren't too difficult to deal with. They have a tendency to stop in pairs, then come at your helicopter. Again, it's easy to shoot them down.
b) The biggest threats are the 'choke points'. You usually will arrive at the same time as a UFO to see who's first over the mountain. This will require quick reflexes.
c) Even though no missiles come up at you, the gun batteries will still harass you.
4TH AREA : This is a continuation of the 3rd Area. Except this time the area you are flying in is significantly narrowed to a point where it seems like you are going through natural caverns. Use the same methods as the 3rd Area.
5TH AREA : You will have to deal with threats both from above and below in this area. There are missiles in the ceiling of the caverns that will drop down. Although missiles aren't firing from the ground, you still have to deal with gun batteries. The terrain is mountainous and caves.
a) You will have to be real careful in this area, the missiles in the ceiling are pretty concentrated. You will have to be able to speed up and slow down on a dime to avoid them or to shoot them.
b) Don't get too close to the ground since the terrain goes from mountains to canyons very quickly.
c) As already mentioned, get fuel and avoid ground fire.
6TH AREA : The main threat in this area is the fact the gun batteries now move. That's right, they track right along with your helicopter until they hit an obstacle. They travel equally well in the canyons as well as the mountains. This makes them especially dangerous since they are firing at the same time.
a) You will have to accelerate and decelerate frequently to 'fool' the moving gun batteries.
b) When you destroy ground targets, be selective in which ones you hit because if you hit targets in the path of the moving gun batteries, you just allow them to travel farther.
7TH AREA : This area is a little trickier since you now have fireballs coming at your helicopter. In addition, there is a green fireball that likes to track your helicopter and prevent your shots from gaining any distance. It takes seven shots to take out this fireball. The terrain is mountainous.
a) You will be staying in the valleys most of the time in this area. This is a good time to shoot things up on the ground since again, the missiles won't fly up at your helicopter. Gun batteries, though, will continue to harass you.
b) Timing again is important in this area since there are hills in the valley you must cross over. Of course, the tops of these hills are exposed to the fireballs. Time it so that right after a fireball passes over a hill, accelerate and drop into the next valley. Then decelerate in preparation for the next hill.
8TH AREA : This is repeat of the 3rd area except this time you will be dealing with 'chains' of white UFO's. Use the same tactics as the 3rd Area.
9TH AREA : This is a very short city area. Just watch out for sidewinder missiles.
10TH AREA : This is the area that will get most players. The movements have to be precise in the caves or you will end up part of the wall.
a) Learn quickly when to accelerate and decelerate within the caves. Right when you come to a ledge, push the joystick all the way back and start lining up for the next cave. Accelerate quickly through it, decelerate and repeat this pattern.
b) Don't worry about running out of fuel in the caves, there are plenty of fuel tanks to top your helicopter off. Plus, you will need all that fuel for not only navigating through the caves, but also the base since it doesn't have any fuel tanks.
BASE : This is the second hardest area that gets a lot of players. You have to be very precise in your movement. You will have to deal with gun batteries firing at you while you are trying to pick up the booty.
a) You will see the KONAMI sign atop one of the buildings. Once you see this, you need to decelerate rapidly and drop down quickly to the shorter building next to the base. Once you almost clear that building, you will have to rapidly decelerate, drop down, grab the booty, and rise quickly to avoid the building on the right.
b) If you fail to grab the booty on a pass, the screen will repeat itself until you either destroy the base or run out of rockets to use on it.
Once you have completed the Base, the action goes back to the 1st Area again. Things, however, will speed up. Fuel consumption is quicker and the enemies also are faster.
- SERIES -
1. Scramble (1981)
2. Super Cobra (1981)
- PORTS -
* CONSOLES:
Casio PV-1000
Philips G7000 Videopac [EU]
[JP] Sony PlayStation (may.13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]"
* COMPUTERS:
[JP] MSX [EU] (1983) "Super Cobra [Model RC705]"
[EU] Amstrad CPC (1987) "Killer Cobra" by Mastertronic
Commodore Plus/4 [EU] (1987)
Sord-M5 [JP] (1981)
* OTHERS:
[JP] VFD handheld game (19??) released by Gakken : Two different body styles were released.
Arcade [EU] [AU] [KO] (nov.1998) "Konami 80's AC Special"
Arcade [JP] (nov.1998) "Konami 80's Arcade Gallery"
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc