|jeff p||Pole Position [Upright model]||Update|
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 -
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 in November 1982 in North America by Atari under license from Namco.
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 -
[US] Atari 2600 (1983) "Pole Position [Model CX2694]"
[US] Atari 5200 (1983) "Pole Position [Model CX5217]"
[US] GCE Vectrex (1983) "Pole Position [Model VT 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]"
Microsoft XBOX 360 [US] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[US] Nintendo GBA (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Texas Instruments TI-99/4A [US] (1982) "Pole Position [Model RX8534]"
[US] Atari 800 (1983) "Pole Position [Model RX8034]"
Commodore VIC-20 [US] (1983)
[US] Commodore C64 (1984) "Pole Position [Model RX8536]"
PC [MS-DOS] [US] (1986) by Datasoft
PC [MS Windows, 3.5"] [US] (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"
Ms. Pac-Man TV Game [US] (2004) by Jakks Pacific
Ms. Pac-Man TV Game Wireless Version [US] (2005) by Jakks Pacific
Apple iPhone/iPod [US] (2008) "Pole Position Remix [Model 290895945]" : Features updated graphics, music, and all of the tracks from "Pole Position II", plus a new track.
Retro Arcade featuring Pac-Man [US] (2008) by Jakks Pacific
|jeff p||Pole Position [Upright model]||Update|
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 place 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.
- PORTS -
NOTE: For ports released in North America, please see the Atari version entry.
[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]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Commodore C64 (1984)
[EU] BBC Micro (1984)
[EU] Sinclair ZX Spectrum (1984)
[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"
[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.
|jeff p||Namco Museum Vol.1 [Model SLPS-00107]||Update|
Namco Museum Vol.1 (c) 1995 Namco, Limited.
- TECHNICAL -
Game ID: SLPS-00107
- TRIVIA -
Namco Museum Vol.1 for PlayStation was released on November 22, 1995 in Japan.
[JP] "Namco Museum Vol.1 [PlayStation the Best] [Model SLPS-91158]" (October 28, 1999) (Barcode: 4907892010673)
[JP] "Namco Museum Vol.1 [Model NPJJ-00687]" (December 11, 2013) (PSOne Classics)
[EU] "Namco Museum Vol.1 [Model SCES-00243]" (1996)
[US] "Namco Museum Vol.1 [Model SLUS-00215]" (1997)
|Niky||United williams cavasier||New|
Trying to find out the value of this game
|Steve Cady||Gendai Daisenryaku EX||Update|
Gendai Daisenryaku EX (c) 1993 Systemsoft.
Gendai Daisenryaku is available as abandonware in two .fdd file format. To run the game on PC-98 emulation, the files will need to be converted to .fdi format with VFIC.
In Japanese but quite playable for those experienced in Daisenryaku VII and DS VII Exceed. You will battle on land, sea and air using then state of the art military technology. The game features multiple scenarios and a map editor. The scenario defaults can be edited.
SNES Mini from nintendo
ANIOTHER KIDDIE RIDE 2
this is a unknow kiddie ride
|sjy96525||Ejihon Tantei Jimusyo||Update|
- TRIVIA -
Released in June 1995 in Japan.
The title of this game translates from Japanese as 'Ejihon Detective Office'.
In an early version of the game before it was released, the player controlled a spaceship instead of a flying man with a gun.
|Stiletto||Twin Bee [Model GX412]||Update|
Twin Bee had an overseas (U.S.) title, Stinger, depicted on the cover of its arcade operator's manual. However, the U.S. version was never actually released. The "Stinger" title would later used for the NES version of Moero TwinBee.
|Marlon||Tetris [Upright model]||Update|
Tetris (c) 1988 Atari Games.
"Tetris" is a legendary tile-matching puzzle game for one or two players in which a random sequence of Tetriminos (geometric shapes composed of four square blocks each) fall down the playing field and must be destroyed by positioning them to form complete horizontal lines.
The Tetriminos can be moved left and right and can be rotated 90 degrees. When a complete horizontal line is created, it gets destroyed and any block above the deleted line will fall. Once a certain number of lines have been cleared, the player progresses to the next stage, in which the Tetriminos to fall faster, giving players less time to plan and react.
The game's seven tetrominos are:
* I (also a "straight polyomino"): four blocks in a straight line.
* O (also a "square polyomino"): four blocks in a 2×2 square.
* T (also a "T-polyomino"): a row of three blocks with one added below the center.
* J: a row of three blocks with one added below the right side.
* L: a row of three blocks with one added below the left side.
* S: two stacked horizontal dominoes with the top one offset to the right.
* Z: two stacked horizontal dominoes with the top one offset to the left.
All seven Tetriminos are capable of single and double line clears. The I, J, and L pieces are able to clear triples. Only the I Tetrimino has the capacity to clear four lines simultaneously and this is referred to as a "Tetris".
The game ends when the stack of Tetriminos reaches the top of the playing field and no new Tetriminos are able to enter the play-field.
- TECHNICAL -
Main CPU : MOS Technology M6502 (@ 1.789772 Mhz)
Sound Chips : (2x) POKEY (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
"Tetris" is a classic and easily the most famous puzzle-themed video game of all time and is still one of the most popular games today.
Inspired by a pentominoes game he played as a child, Alexey Pajitnov created "Tetris" on an Electronica 60 and released it on June 6, 1984 while he was working for the Dorodnitsyn Computing Centre of the Academy of Science of the Soviet Union in Moscow. He derived its name from the Greek numerical prefix tetra- (all of the game's pieces contain four segments) and tennis, Pajitnov's favorite sport. The game was ported to the IBM PC by Vadim Gerasimov and started to spread around Moscow.
Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game and earned no royalties from the game. This also gave rise to many unofficial "Tetris" clones for all manner of machines.
"Tetris" created a rights war when it was released. Several different companies attempted to secure publishing rights to various consoles and due to some miscommunication, Atari (owners of Tengen) thought they had the rights to publish Tetris on the NES. After selling a great number of copies, they found out that they didn't own the rights and had to pull the remaining copies off the shelf. A licensed version was planned but never released. This is a shame as the Tengen version is considered superior to the later Nintendo version. Tengen's version has split-screen multi-player, 2 player versus mode, computer versus mode and co-op mode.
A bootleg version was released by 'Video Games' in 1989 (See 'Updates' for more information).
Viper (c) 1988 Leland.
- TRIVIA -
Released in April 1988 in Japan.
|jeff p||Burger Time||Update|
Burger Time (c) 1982 Data East.
- TIPS AND TRICKS -
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.
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.
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.
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.
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.
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.
Gravitar (c) 1982 Atari.
Gravitar is a 1- or 2-player game with a color X-Y video display. This new display, with its three color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects.
The player controls a space ship in three different solar systems. Each solar system consists of a home base, a death star, a red alien planet and four regular planets. Each planet has its own unique terrain.
The red alien planet is the home of shooting alien ships. Some of the regular planets may have flying alien rammers to be avoided or shot down. The four planets all have fuel cells to be retrieved with a tractor beam and alien bunkers that fire shells. Successfully destroying all of the bunkers results in a 'MISSION COMPLETE' message at the top of the screen. Achieving 'MISSION COMPLETE' allows the player to collect bonus if he can evade the rammers when leaving the planet. If successful, he will be placed back in the solar system.
A player has two ways to advance to the next solar system. The first is to successfully complete a mission on all four regular planets. The second way is to complete a mission on the red alien planet, which establishes a link into the next solar system.
The play mode begins in the first solar system with the player's blue ship in the center of the screen at home base. There are four regular planets plus a fifth red alien planet and a death star arranged clockwise around the screen in increasing order of difficulty. The planets are worth 2,000, 4,000, 6,000, and 8,000 points with a value of 9,000 points on the alien planet. The positions of the alien planet and the death star vary in the second and third solar systems. After the first solar system all planets are valued at 9,000 points. The death star, located near home base, is the center of gravity in each solar system. Colliding with it results in the loss of one life, and the player returns to home base.
The words 'SCORE' (with current total score), 'FUEL' (running total of original 10,000-point fuel supply), and 'BONUS' (decreasing point value of planet under attack) appear at the top of the screen throughout game play.
Player controls consist of LEFT ROTATE, RIGHT ROTATE, FIRE, THRUST, and TRACTOR/SHIELD yellow pushbuttons. Use FIRE to shoot targets. A player has four shells that must hit a target or must travel their full distance in order to be reloaded. TRACTOR/SHIELD retrieves fuel with a tractor beam and shields the ship from alien shots. The TRACTOR/SHIELD does not prevent the ship from crashing into land or alien ships. TRACTOR/SHIELD and THRUST decrease the player's fuel supply. Using these controls together decreases the fuel supply even faster.
Blue fuel cells are positioned just below a planet's surface. There are two, three, or four fuel cells per planet terrain (depending on level of game play). Each cell beamed aboard ship with TRACTOR is worth 2,500 fuel units.
If the player's ship is above the highest point on some planet terrains, flying alien rammers attack him. Shooting a rammer scores 100 points.
If the player gets too close to a shooting alien ship, he is involved in a one-on-one space dogfight, and either he or the alien ship must die. If the player is victorious, he returns to the solar system at his original spot; if the alien ship wins, the player loses a life and returns to home base.
Red alien bunkers appear on each planet. There are 2, 4, 6, or 8 bunkers per surface (depending on the difficulty of the planet). The bunkers fire shots to protect the fuel cells. Exploding a bunker scores 250 points. Exploding all bunkers in a solar system displays a 'MISSION COMPLETE' message.
The word 'SUPERBONUS' and the number of superbonus points appear in the middle of the screen only after a completed mission on the first planet in the first solar system. These superbonus points are awarded on the basis of initial difficulty of the first planet successfully completed. The higher the bonus point value of the planet attacked, the higher the superbonus awarded. No superbonus points are awarded for attacking the 2,000-point (easiest) planet or for attacking the four regular planets in consecutive order of difficulty.
A player may fly to any planet he chooses. The number beside each planet is the starting number of bonus points for that planet. Entering a planet causes the distinct planet terrain to appear. To get maximum points, the player must shoot all alien bunkers and see 'MISSION COMPLETE' at the top of the screen. A player may exit a planet at any time; he does not have to stay any longer than he wishes.
The red alien planet (worth 9,000 points) is home for red alien ships that must be shot down or avoided. The alien planet looks the same in every solar system: terrain consists of a spiral tunnel with a reactor at its end. Under a decrementing timer, the player must maneuver through the tunnel without hitting the walls and shoot the reactor (Hitting the walls or not escaping in time places the player back at home base). Shooting the reactor will make it glow and pulsate. Then the player must escape before the timer reaches zero (In the next solar systems, the timer of the alien planet decreases by two seconds, and there are shooting bunkers to overcome). Completing the mission on the alien planet places the player in the next solar system with an additional 7,500 fuel points.
Gravitar progresses by waves of planets (new solar systems). Successfully destroying the reactor and escaping from the red alien planet, or achieving a MISSION COMPLETE on all four regular planets places the player in the next solar system (next level of game play). The 4 levels of game play are described as follows :
a. Regular gravity
b. Negative gravity
c. Regular gravity with invisible landscape and maximum difficulty
d. Negative gravity with invisible landscape and maximum difficulty
Alien ship speed and firing frequency, rammer speed, bunker firing frequency, and bonus points are all based on time elapsed in game play. Both regular and negative gravity increase, depending on the initial planet bonus level.
The game ends when all lives are used up or when player is out of fuel.
- TECHNICAL -
Game ID : 136010
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Vector display (1024x768)
Players : 2
Buttons : 5 (LEFT ROTATE, RIGHT ROTATE, FIRE, THRUST, TRACTOR/SHIELD)
- TRIVIA -
Gravitar was released in August 1982.
5,427 units were produced and original selling price was $2,095.
Developed in 14 months, Gravitar was the first game that Mike Hally produced and designed for Atari. The concept of Gravitar was based on a combination of "Lunar Lander" and "Asteroids".
Gravitar has a color X-Y video display. This display, with its three color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects.
Gravitar was the first game to have a real-time dynamic perspective - When you enter a planet, the screen zooms in to give you a closer look. Unfortunately, it was a colossal failure, primarily because of its difficulty. While beautiful to look at for its time, the learning curve was too steep too early - When you're plugging quarters into a machine, you stop playing a tough game. But interest in the title has resurged among hard-core arcade gamers. This is because once the controls are mastered, the game is phenomenally addictive.
On the other hand, saying it's "phenomenally addictive" under whatever condition is a highly subjective and, let's face it, completely unsubstantiated statement, especially in light of the game's disastrous performance in the actual marketplace. People loved hard games in the days, like Defender. This game was simply a poorly conceived piece of eye candy, an example of tech and former laurels taking the place of cohesive planning and testing.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GRAVITAR.
Dan Coogan, of Phoenix, AZ set a new Gravitar world record, scoring 8,029,450 points on December 23, 2006, playing for 23 hours and 15 minutes. The previous world record was 4,722,200, which reigned for 24 years, set by Ray Mueller of Boulder, CO on December 4, 1982, playing for 12 hours and 21 minutes.
A Gravitar unit appears in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again' and in the 1987 movie 'Death Wish 4 - The Crackdown'.
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".
The prototype of this game is known as "Lunar Battle".
- SCORING -
Red bunker : 250 points
Rammer : 100 points
Alien Ship : 100 points
Each planet has a bonus that constantly decreases with elapsed game time.
A superbonus is awarded after the first 'MISSION COMPLETE' is achieved.
Planet Bonus 9,000 - Superbonus 20,000
Planet Bonus 8,000 - Superbonus 12,000
Planet Bonus 6,000 - Superbonus 6,000
Planet Bonus 4,000 - Superbonus 2,000
Planet Bonus 2,000 - Superbonus 0
- TIPS AND TRICKS -
* Depending on the highest score, 1 of 8 list names appears above the table of initials...
Between 0 and 20,000 points : FLUNKY
Between 20,001 and 40,000 points : GUNNER
Between 40,001 and 80,000 points : CO-PILOT
Between 80,001 and 100,000 points : PILOT
Between 100,001 and 200,000 points : ACE PILOT
Between 201,001 and 400,000 points : KILLER PILOT
Between 400,001 and 800,000 points : PONTIUS PILATE
Above 800,000 points : GOTTA-BE-LUCKY
* A Well Known Cheat/Bug : At a joint between 2 vectors (>90 degrees), position yourself below and shoot straight up. If you can align yourself just right, the shots will travel through the walls at the joint. Without moving from side to side, just thrust up and voila, you are now inside the wall. You can now move around and shoot the gun pods from behind. This is especially useful if you can get under the world!
* Hint 1 : Develop skill for controlling the space ship in regular and negative gravity.
* Hint 2 : Beam up fuel cells with TRACTOR/SHIELD.
* Hint 3 : Attack the red alien planet first for maximum challenge and 20,000 bonus points! Completion of this planet immediately places a player in the next solar system where all planets are worth 9,000 bonus points.
* Hint 4 : Attack more difficult planets early in the game for higher bonus points.
* Hint 5 : Many planet terrains have safe areas or 'blind spots' from which the player can safely shoot at bunkers.
- STAFF -
Designed by : Mike Hally (MLH)
Programmed by : Rich Adam (RDA)
Tech & hardware designer : Joe Coddington (JOE)
Others : Owen Rubin (ORR), Mark Cerny (MEC), Brad Chaboya (BRD)
- PORTS -
[US] Atari 2600 (1983) "Gravitar [Model CX2685]"
[US] Atari 2600 (1988) "Gravitar"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[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]"
[US] Microsoft XBOX One (nov.1, 2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 [EU] (nov.1, 2016) "Atari Flashback Classics Vol.2"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
[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]"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
- SOURCES -
Dan Coogan's Gravitar site - http://www.cooganphoto.com/gravitar
|Lee Ann Krough||The Monster - Arm Wrestling Machine||Update|
I have one of the original machines.
|Nintendo fan||Super Mario Odyssey||New|
Mario rescue princess peach
|jeff p||Spy Hunter [Model A27]||Update|
Spy Hunter (c) 1983 Bally Midway Mfg. Co.
Spy Hunter is an action/driving game. It places the player as the driver of a G-6155 CIA Prototype Interceptor sports car. The object of the game is to travel the freeways and waterways, hunting down and destroying as many enemy vehicles as possible, all the while not harming civilian vehicles. The view is top-down and the screen scrolls vertically underneath the player's car.
The game begins with the player driving the G-6155. Soon, the player starts to encounter enemy vehicles which try to force the player's car off the road and crash. Each enemy vehicle has its own special feature, such as tire slashers or bulletproof armor.
Points are scored for driving on the road and for destroying enemy vehicles. There is a lead-in time when the player has an endless supply of cars. After this time expires, the player will lose a life each time the car crashes. Extra cars can be earned with high scores. The first extra car is earned at a default value of 30,000 points, but this value can vary depending on settings.
The player must be careful to avoid harming civilian vehicles on the road. There are three types: blue automobiles, pink automobiles, and motorcycles. Hurting these vehicles causes scoring to stop briefly, during which time the player's score reads 'NO POINTS'.
Initially, the only weapon the player's car has available is a dual front-mounted machine gun which has an endless supply of ammunition. Early on, these guns and the player's driving skill are his only weapons against the enemy cars. The player can also attempt to force or ram the enemy cars off the road. Eventually the player encounters an ally - the Weapons Van. After the player drives past the Weapons Van parked on the side of the road, the Weapons Van accelerates past the player's car and positions itself in front of it and drops a ramp. The player can then drive up the ramp to enter the back of the Weapons Van. The Weapons Van then pulls to the side of the road and deploys the player's car equipped with a new weapon. A symbol atop the weapons van indicates which type of special weapon it carries. The player is not obligated to use the weapons supplied by the van. Also, if uninterested, the player can simply ignore the van and drive past it.
There are three special weapons in all and they can all be equipped simultaneously. The special weapons consist of an Oil Slick, a Smoke Screen, and Missiles. Each special weapon has a limited number of uses. The Smoke Screen and Missiles can each be used three times. The special weapons are activated via dedicated buttons on the steering wheel. Once the weapons ammo is depleted or before, the car can be refitted with a new supply from the Weapons Van.
There are six enemies in all, each with their own special characteristic :
* 'The Road Lord' cars have bulletproof armor plating; machine guns are ineffective against these cars. Also known as 'Bullet Proof Bullies'.
* 'Switchblade' cars have tire slashers. Knives pop out of this car's tires and can force the player's car to crash if they touch his tires. Described in the game's attract mode as 'Never to be trusted'.
* 'The Enforcer' is a limousine with a shotgun-toting thug who shoots at the player's car. Described as 'Double Barrel Action'.
* 'The Mad Bomber' is a helicopter which drops bombs. Dubbed 'Master of the Sky', this enemy can only be destroyed with missiles.
* 'Barrel Dumper' is a boat which drops lethal explosives into the water. Described as 'Ecologically Unfriendly'.
* 'Doctor Torpedo' is a boat which shoots torpedoes at the player's speedboat. Described as 'Not Actually a Doctor'.
Occasionally a message appears on screen that says 'Bridge Out - Detour on Left'. Then the player must drive his car into a boathouse located alongside the road, otherwise he will crash into the water and lose a life. After driving through this house, the player's car is turned into a speedboat on a river, with enemy boats which try to destroy the player. In this area, if the player uses the oil slick, the boat instead issues a line of fire which destroys any boat directly behind the player. In this area, occasionally the river splits; the left side continues the river, the right side causes the player to drive through another boathouse where the boat is changed back into the car.
Later in the game the player gets a warning that there are 'Icy Roads Ahead', then the player enters an area that has a white road which is very slick. The icy roads section eventually ends and goes back to normal roads. Icy roads occur again on and off during the rest of the game.
How much does a free-n-easy slot machine cost
Hanno-Junior (c) 1934 Hanno [Hannover, Germany, EUR].
Hanno-Schiess-Stand (c) 1934 Hanno.
Hanno-Prämien-Billard (c) 1937 Hanno.
|hanno||Die Bunte Kaskade||Update|
Die Bunte Kaskade (c) 1930 Santelmann & Priess
|jeff p||Time Pilot [Upright model]||Update|
Time Pilot (c) 1982 Centuri, Incorporated.
- TECHNICAL -
- TRIVIA -
Time Pilot was manufactured and released in December 1982 in the USA by Centuri under license from Konami.
In this version :
* The jet plane stage is 1983 instead of 1982.
* The 2001 stage IS played in the attract mode.
- PORTS -
[US] Colecovision (1983) "Time Pilot [Model 2633]"
[US] Atari 2600 (1983) "Time Pilot [Model 2663]"
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
[US] Microsoft XBOX 360 [XBLA] (aug.30, 2006)
[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]"
[US] Commodore C64 (1983)
[US] Commodore C64 (1984) "Space Pilot"
[US] Tandy Color Computer (1983) "Fury"
[US] Tandy Color Computer (1983) "Time Patrol"
[US] Arcade (nov.1998) "Konami 80's AC Special"
[US] Konami Arcade Advanced Plug 'n Play TV Game (2004) by Majesco
[US] Windows Mobile (nov.20, 2007)
|jeff p||Time Pilot||Update|
Time Pilot (c) 1982 Atari, Incorporated.
- TRIVIA -
Time Pilot was manufactured in Ireland and Great Britain by Atari under license from Konami; it was also manufactured in France by Karateco.
In this version :
* The jet plane stage is 1983 instead of 1982.
* The 2001 stage IS played in the attract mode.
- PORTS -
[EU] Microsoft XBOX 360 [XBLA] (aug.30, 2006)
[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
[EU] Commodore C64 (1983)
[EU] Commodore C64 (1984) "Space Pilot"
[EU] MSX (1983) "Time Pilot [Model RC703]"
[EU] Commodore Amiga (1989) "Space Pilot '89"
[EU] [AU] Arcade (nov.1998) "Konami 80's AC Special"
|jeff p||Time Pilot [Model GX393]||Update|
Time Pilot (c) 1982 Konami Industry Company, Limited.
Time Pilot is a multi-directionally scrolling shoot-em-up in which the player controls a futuristic jet fighter and takes on the role of pilot trying to rescue fellow pilots who are trapped in different time eras. The game consists of five different stages of play, each of which is set in a different time period.
As well as waves of attacking aircraft, each stage also features a large 'mother-ship' boss that must be destroyed to progress to the next stage. The game's five eras, common enemies and the mother-ships are as follows:
* 1910 The age of Biplane: Common enemies are biplanes, the mother-ship is a blimp
* 1940 The age of Monoplane: Common enemies are WWII monoplanes, the mother-ship is a B-25 Bomber.
* 1970 The age of Helicopter: Common enemies are helicopters, the mother-ship is a large, blue CH-46 Sea Knight
* 1982 The age of Jet plane: Common enemies are fighter jets, the mother-ship is a B-52 Bomber
* 2001 The age of U.F.O.: Common enemies are UFOs, the mother-ship is a large alien space craft
In the 1910 stage, the biplanes can fire bombs as well as slow-moving yellow bullets. The bombs are initially fired vertically but are affected by gravity, meaning that they will move faster as they fall to the bottom of the screen.
In the 1940 stage, red-and-yellow supply planes sometimes fly horizontally across the screen. These require multiple hits to take down (much like the mother-ship) and reward the player 1,500 points upon their destruction. They cannot fire at the player and pose no real threat as long as the player does not crash into them.
In the 1970 stage, the helicopters fire homing missiles as well as yellow bullets. The missiles travel slightly faster than the player but cannot make sharp turns. The player can destroy missiles by shooting them or can avoid them by turning sharply.
In the 1982 stage, the jets can fire homing missiles as well as yellow bullets and are aggressive.
In the 2001 stage, the UFOs fire fast-moving circular bullets that blend in with the background. The asteroids on screen will not hurt the player but will serve to camouflage the enemies and their missiles.
All stages except the 2001 stage have parachutes that can be collected (these are the aforementioned trapped pilots). The mother-ships are destroyed with seven direct hits and once all five eras have been completed, the stages start over again with an increased level of difficulty.
- TRIVIA -
Time Pilot was released in November 1982.
Yoshiki Okamoto was told to design a driving game. When he learned of the game's concept, he balked at making it and started on Time Pilot. As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot. Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot. Okamoto decided not to disgrace his boss and let the episode go!!
The background moves in the opposite direction to the player's plane, rather than the other way around; the player's plane always remains in the center.
The 1910 and 2001 stages are never played in the attract mode.
- UPDATES -
Centuri and Atari versions :
* The jet plane stage is 1983 instead of 1982.
* The 2001 stage IS played in the attract mode.
- SCORING -
Biplane/Fighter/Helicopter/Jet/UFO : 100 points.
Bomb/Missile : 100 points.
Mother Ship : 3,000 points.
Bomber (1940 stage only) : 1,500 points.
Formation Bonus : 2,000 points.
Parachute : 1,000, 2,000, 3,000, 4,000, 5,000 points.
- TIPS AND TRICKS -
* GAME INSTRUCTIONS :
l. Control your plane with joystick. Avoid being hit by bullets, bombs and missiles. Do not crash into enemy planes.
2. Advance to next stage by destroying 56 enemies and 7 hits on Mother Ship.
3. Dock with parachutes for bonus points.
4. Bonus plane after 10,000 points, 60,000 points and each additional 50,000 points.
5. Game over when all of your planes are destroyed.
* The enemy planes/ships find it hardest to shoot you when you are moving in a diagonal direction, so move this way the majority of the time. Just remember to watch your back!
* Since your ship is very maneuverable you can turn through 180 degrees very quickly to pick off an enemy directly behind you. Simply move the joystick or use the keys to face in the opposite direction and you will flip round.
* Homing missiles - keep firing to destroy them. Alternatively, move your fighter so that the missiles move off screen, and they do not return.
* The Mother Ships always move horizontally across the screen. Wait until they pass you, and then move directly behind them. You can then shoot them at will to destroy them. Again, it takes seven hits to destroy a Mother Ship.
* Concentrate on collecting the parachutists where possible, as these represent your biggest potential points haul. On Stage 2 (A.D. 1940), you can leave a few planes remaining and collect parachutists for as long as possible, as this stage has no homing missiles and also more parachutists than Stage 1.
* If you are killed by colliding with an enemy ship, you are registered with the points as if you had shot it. This means extra lives are still awarded and also if you collide with the Mother Ship, you will advance to the next stage, providing you have at least one life remaining.
* A Way To Get A Great Score : Finish the 1910 stage as soon as possible. On the 1940 stage, don't shoot anything!! Eventually, parachutes will start to appear. Collect the parachutes while avoiding the planes. Each parachute (after #4) will give you 5,000 points. It's possible to roll the machine over (999,999+ points) while remaining on Stage 2 using this strategy. By the way, while using this cheat you can also shoot the 1,500-point bombers without causing the time bar to be shortened.
Hanno-Senior (c) 1934 Hanno [Hannover, Germany, EUR].
Space Dungeon (c) 1981 Taito America Corp.
"Space Dungeon" is a single-screen shoot-em-up in which the goal is to guide an armed craft through enemy-infested dungeons, collecting as many treasure items as possible before finding the exit to progress to the next level.
Each level consists of 36 rooms, arranged in a six-by-six grid. An auto-map is displayed at the top of the screen, together with any items of treasure currently carried. The rooms are connected by open doorways of varying sizes and players can choose which rooms to visit next by choosing the relavent exit from the current room.
The game utilises a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire. The player's craft is armed wity a laser cannon that fires a pulsing, solid beam in any one of eight directions.
To exit a level, players must find the "Collect Bonus" room, which contains a rectagle. Entering the rectagle ends the level, with bonus points awarded depending on how many treasure items the player is carrying at the time. If the player's ship collides with an enemy or any of their projectiles before reaching the "Collect Bonus" cube, all collected treasure is dropped in the room in which the ship was destroyed. This room is designated on the map by a flashing cross symbol.
A 10,000-point bonus is awarded if the player visits every single room on the level, whether or not all treasures on the level have been collected. An extra ship is awarded to the player every 10,000 points.
* Iron Cross (500 points). Appears as a red cross.
* Copper Piece (1000 points). Appears as a red barbell.
* Silver Star (2000 points). Appears as a white star.
* Golden Fleece (4000 points). Appears as a white circle with a glowing middle. First appears on level 4.
* Platinum Ark (8000 points). Appears as a glowing circle with a white "I" in the middle. First appears on level 6.
* Piker (100 points)
Slow-moving, spiked ships that attempt to collide with the player's ship. The player's laser must hit the core of a Piker to destroy it. Destroying its spikes earns the player 10 points each. If a Piker is left with its core intact, even if some of its spikes have been destroyed, then the entire Piker will be restored if the player leaves then re-enters the room.
* Corner Zapper (25 points)
These always appears in sets of four, one in each corner of the room. They fire beams randomly and intermittently between different pairs and the player's ship is destroyed if caught in the crossfire. If any Zappers are left intact when the player exits a room, all will regenerate upon re-entering.
* Deathsquare (25 points)
Slow-moving obstacles. A single shot will destroy them.
* Guard (125 points)
These red creatures tend to be found near treasure items and mimic the player's movements, though at a slower speed, while shooting spores at the player.
* Executioner (125 points)
These creatures actively hunt and chase the player, firing spores and attempting to collide with the player's ship.
* Enforcer (250 points)
Resembling a smiley face, these will materialize in a room and charge at the player. It takes several shots to destroy an Enforcer, making it a high-priority target. If the player moves into another room with an Enforcer on the screen, the Enforcer will appear in the new room at the same location and resume its charge.
* Spore Case (500 points)
Spore cases do not shoot or chase the player but if they themselves are shot, they will spit out three spores, often in the direction of the player's ship. Spore Cases appear in all rooms, with more Spore Cases appearing over time. Spore Cases first appear on level 3.
* Thief (50 points)
The Thief moves around the dungeon autonomously and picks up treasure, but the player cannot kill him. When the player shoots him, he drops any treasure that he might be carrying and changes directions. He may also leave behind Guards if shot multiple times. The Thief first appears on level 2.
Volfied (c) 1989 Taito Corp
"Volfied" is an abstract action shoot-em-up and is an update of Taito's 1981 classic, "Qix". Set in a distant galaxy, a space pilot returns to his home world of Volfied to find it under attack by an unknown alien force. The planet's few remaining inhabitants are hiding underground and have managed to get a signal through to the pilot asking for his help. The pilot must eliminate the alien threat and save his people.
The player controls a craft (called 'The Monotros') that can move around the edges of a rectangle. Holding down the draw button allows the craft to move into unclaimed territory and draw lines in an attempt to create a closed rectangle. If completed, the captured area changes to a different background graphic.
Each stage features a large enemy and several smaller enemies and when the player's spaceship succeeds in claiming a rectangular section, the side in which the main enemy is located is considered to be the 'outside'. Any smaller enemies ending up on the 'inside' are killed, resulting in point bonuses. Players are only in danger from enemies while they are actually drawing a line, although each level must be completed within a tight time limit.
Grey boxes sometimes appear on the field that award a random power-up when collected (by being trapped 'inside' a completed rectangle). These range from extra speed or upgraded weapons, to a temporary enemy freeze.
Change Lanes (c) 1983 Taito America Corp.
"Change Lanes" is a reaction-based driving game in which the player controls an amphibious car and must reach the next checkpoint before the car's limited fuel supply expires.
The action takes place on both highways and rivers, with players able to switch between the two different surfaces at certain points during a race. The game's fuel limit effectively acts as a time limit. Bonus fuel is awarded once a checkpoint has been reached, with the amount earned dependent on how much fuel the player has remaining.
Both the roads and rivers are littered with obstacles and if the player collides with them, their car either comes to a full stop or is destroyed, costing valuable fuel. If the car is destroyed, it will only be replaced providing the player has enough 'bonus fuel points'. Obstacles include other civilian cars, police cars, oil slicks and pylons. The rivers are also littered with mines.
The game has three different racing surfaces, a grey road-based surface, rivers and brown road-based surfaces, with the latter allowing for the highest speeds. "Change Lanes" features nine different check points.
"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.
|MAMEnerd||Crossed Swords 2 (bootleg of CD version)||New|
Bootleg Neo-Geo MVS/AES conversion of Crossed Swords 2 for the Neo-Geo CD. The CD audio music has been replaced with music from Crossed Swords.
Four Play, Players choice
Four Play (c) 1983 Merit Industries, Incorporated.
P.O. Box 213, 630 Woodland Ave.
Cheltenham, PA. 19012
4 great games (joker poker, the dice game, blackjack,acey deucey)
3 styles (four play cabaret, players choice counter top, players choice cocktail table)
13" color crt monitor
- SOURCES -
Game sales flyer images from FlyerFeaver.com
Game cabinet B/W image (Keith Smith)
|sjy96525||Viper Phase 1 Hong Kong||Update|
- TRIVIA -
Released in May 1995 in Hong Kong.
Distributed by Metrotainment on the Hon Kong market.
|sjy96525||Viper Phase 1 U.S.A||Update|
- TRIVIA -
Released in May 1995.
Released outside US as "Viper Phase 1". The known differences between the versions are:
Secondary Weapons Systems: The original version of Viper Phase 1 has an exhaustible secondary weapon system. The amount of ammunition remaining in a secondary weapon is indicated by a meter on the screen. All secondary weapons in the original version are fully powered up, and are more devastating than in the USA version, which gives the secondary weapons levels of power in lieu of unlimited ammunition and reduced firepower.
Bomb Deploy Times: The USA version speeds up the deploy time of the Bomb, of which becomes the standard for when the ship appears in the Raiden Fighters series.
Medals: In the USA Version, medals stop shimmering for a brief moment, during which their point values are higher than usual. This feature was also present in Raiden DX. Additionally, the egg-shaped medal carrier pods appear much more frequently in the USA Version.
Developed by Mike Albaugh.