Zaxxon (set 3)
Zaxxon is a unique isometric perspective, in which you find yourself piloting an 'attack-shuttle' spacecraft, strafing the enemy's asteroid city in an attempt to destroy fuel tanks, gun emplacements, missiles, fighters and the dreaded Zaxxon enemy robot. With the aid of an altimeter that constantly monitors your height, you control your ship with an aircraft-style joystick, barnstorming your way through wall openings, under electronic barriers, dodging rockets, and in a later round, duelling with Zaxxon, the insidious enemy robot. A successful attack-run across the first platform leads us to a deep-space dogfight with enemy planes. As you climb, turn and dive, a 'cross-hair' appears on the screen to indicate exact positioning for a laser hit on incoming craft. Notice the buffeting as you fly near 'proximity explosions'. In addition to your altitude, a running count is displayed of your score, number of ships remaining to you, number of enemy ships remaining to be destroyed, and fuel remaining. Fuel bonuses, as well as points, are awarded for destroying fuel tanks, but your ship crashes if you run out of fuel between rounds.
After a specified number of enemy ships are destroyed, Zaxxon appears, launching seeker-missiles. Destruction of Zaxxon requires six direct hits on the robot's missile launcher, after which the round changes with greater difficulty. Number of player ships and bonus point levels are operator selectable. Game play ends with the loss of your last ship.
After a specified number of enemy ships are destroyed, Zaxxon appears, launching seeker-missiles. Destruction of Zaxxon requires six direct hits on the robot's missile launcher, after which the round changes with greater difficulty. Number of player ships and bonus point levels are operator selectable. Game play ends with the loss of your last ship.
Télécharger Zaxxon (set 3)
Contents of the ROM :
Technical
CPU
- maincpu Z80 (@ 3 Mhz)
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 59.999408 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (8 ways)
Clones of Zaxxon (set 3)
If you liked Zaxxon (set 3)
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Scoring for Zaxxon (set 3)
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 300 points
Radar Tower : 1000 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) : 1000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1000 points
Satellite : 300 points
Fuel Tank : 300 points
Radar Tower : 1000 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) : 1000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1000 points
Satellite : 300 points
Tips on Zaxxon (set 3)
* 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.
* 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.
Zaxxon (set 3) and M.A.M.E.
0.08 [Mirko Buffoni]
Samples required
TEST MODE:
- Use F2 to enter test mode, then 1 to advance from one test to the following.
NOTE:
- In Zaxxon, after you enter your initials, the screen proudly displays: INITIALS ENTERD Happens on the real machine...
WIP:
- 0.134u4: Team Europe added clone Zaxxon (set 3).
- 0.134u2: Team Japump added clone Zaxxon (Japan).
- 0.122u8: RansAckeR improved dipswitches according to manuals in Zaxxon. Added 2x 'Unused' dipswitch.
- 0.107u3: Fixed rom names.
- 0.107u2: Rewrote Zaxxon driver from the schematics [Aaron Giles]: This is still a WIP (not finished yet). Fixed clock speeds and video timing. Complete memory maps. Simplified video code and merged common cases together. Palette derived from resistor weights. Background positioning still a little off. Removed flags dispose from region gfx4. Changed VSync to 59.999409 Hz.
- 0.99u2: Derrick Renaud fixed sample playing.
- 0.76u1: Changed Z80 CPU clock speed to 3041250 Hz.
- 23rd October 2003: Converted Zaxxon to use tilemaps in the foreground graphics layer, and corrected the CPU speed in it.
- 0.59: Removed 3rd coin slot. Added 2x 'Unused' dipswitches.
- 0.35: Added clone Jackson (bootleg).
- 30th June 1999: Nicola added a Zaxxon bootleg called Jackson.
- 0.35b11: Marco Cassili added clone Zaxxon (set 2). Changed parent description to 'Zaxxon (set 1)'.
- 9th April 1999: Marco Cassili added an Eagle clone, a Zaxxon clone and a Mr. Do! Run Run clone.
- 0.33b5: Zaxxon supports rotation (albeit slow) [John Butler].
- [Zaxxon/Super Zaxxon Sound Samples: By an anonymous individual. 11/20/98 Zaxxon uses discrete sound circuitry that cannot be emulated. I got lucky and found some sound boards that still had some power in them. Most Zaxxon boards the capacitors are all dried up so a lot of the sound disappear. Stuff to do: Zaxxon has 5 flight sound variations. These have to be put into the driver to take advantage of them].
- 0.34b1: Added color proms ($0, 100 - palette and char lookup table).
- 0.31: Alex Judd support sample sound in Zaxxon and Berzerk. Gerald Vanderick added accurate colors to Zaxxon.
- 12th March 1998: ATJ - For the moment replaced Brad's version of the samples with mine from the Mame/P release. As yet, no variable volume, but I will be combining the features from Brad's driver into mine ASAP.
- 26th January 1998: LBO - Fixed the sound support. I lack explosion samples and the base missile sample so these are untested. I'm also unsure about the background noise. It seems to have a variable volume so I've tried to reproduce that via just 1 sample.
- 25th January 1998: LBO - Added crude support for samples based on Frank's info. As of yet, I don't have a set that matches the names - I need a way to edit the .sam files I have. Hopefully I'll be able to create a good set shortly. I also don't know which sounds "loop".
- 0.30: A note about Zaxxon colors: we are aware that they are wrong. The reason is that we are using the Super Zaxxon color PROM. As soon as we'll have the correct Zaxxon color PROM, they will be fixed.
- 0.29: Zaxxon is getting there (sprites are mostly correct, background isn't) [Tim Lindquist, Nicola Salmoria].
- 0.28: Zaxxon can go in service mode (F2) [Nicola Salmoria]. Known issues: What do the dip switches do?
- 0.27: Improvements in Zaxxon colors by Marc Vergoosen.
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Zaxxon.
- 0.18: Zaxxon now save their high scores for real [Nicola Salmoria]. The code had disappeared from the drivers. I did write it, since I had .hi files in my directories.
- 0.15: Miscellaneous graphics fixes to Zaxxon and added high score saving [Nicola Salmoria].
- 0.13: Marc Lafontaine submitted a new palette for Zaxxon.
- 0.11: Marc Vergoossen provided a much better palette for Zaxxon.
- 0.09: Background graphics in Zaxxon now work, albeit a bit slow (45-50 fps on my 486/100) [Nicola Salmoria]. Note: The background is stored as a rectangle, but is drawn by the hardware skewed: Go right two pixels, then up one pixel. Doing the conversion at run time would be extremely expensive, so we do it now. To save memory, we squash the image horizontally (doing line shifts at run time is much less expensive than doing column shifts).
- 0.081: Zaxxon now works, but the background graphics are missing [Nicola Salmoria]. Control: Arrows = Move around and CTRL = Fire.
- 0.08: Mirko Buffoni added support for Zaxxon (Sega 1982), doesn't work yet.
- 29th December 1996: Virtu-Al dumped Zaxxon (set 1).
LEVELS: 20 (endless - after 20th level, the level counter is replaced by the sentence "GIVE UP!", and the game continues endlessly)
Other Emulators:
* Mimic
* VAntAGE
Romset: 105 kb / 17 files / 33.6 zip
Samples required
TEST MODE:
- Use F2 to enter test mode, then 1 to advance from one test to the following.
NOTE:
- In Zaxxon, after you enter your initials, the screen proudly displays: INITIALS ENTERD Happens on the real machine...
WIP:
- 0.134u4: Team Europe added clone Zaxxon (set 3).
- 0.134u2: Team Japump added clone Zaxxon (Japan).
- 0.122u8: RansAckeR improved dipswitches according to manuals in Zaxxon. Added 2x 'Unused' dipswitch.
- 0.107u3: Fixed rom names.
- 0.107u2: Rewrote Zaxxon driver from the schematics [Aaron Giles]: This is still a WIP (not finished yet). Fixed clock speeds and video timing. Complete memory maps. Simplified video code and merged common cases together. Palette derived from resistor weights. Background positioning still a little off. Removed flags dispose from region gfx4. Changed VSync to 59.999409 Hz.
- 0.99u2: Derrick Renaud fixed sample playing.
- 0.76u1: Changed Z80 CPU clock speed to 3041250 Hz.
- 23rd October 2003: Converted Zaxxon to use tilemaps in the foreground graphics layer, and corrected the CPU speed in it.
- 0.59: Removed 3rd coin slot. Added 2x 'Unused' dipswitches.
- 0.35: Added clone Jackson (bootleg).
- 30th June 1999: Nicola added a Zaxxon bootleg called Jackson.
- 0.35b11: Marco Cassili added clone Zaxxon (set 2). Changed parent description to 'Zaxxon (set 1)'.
- 9th April 1999: Marco Cassili added an Eagle clone, a Zaxxon clone and a Mr. Do! Run Run clone.
- 0.33b5: Zaxxon supports rotation (albeit slow) [John Butler].
- [Zaxxon/Super Zaxxon Sound Samples: By an anonymous individual. 11/20/98 Zaxxon uses discrete sound circuitry that cannot be emulated. I got lucky and found some sound boards that still had some power in them. Most Zaxxon boards the capacitors are all dried up so a lot of the sound disappear. Stuff to do: Zaxxon has 5 flight sound variations. These have to be put into the driver to take advantage of them].
- 0.34b1: Added color proms ($0, 100 - palette and char lookup table).
- 0.31: Alex Judd support sample sound in Zaxxon and Berzerk. Gerald Vanderick added accurate colors to Zaxxon.
- 12th March 1998: ATJ - For the moment replaced Brad's version of the samples with mine from the Mame/P release. As yet, no variable volume, but I will be combining the features from Brad's driver into mine ASAP.
- 26th January 1998: LBO - Fixed the sound support. I lack explosion samples and the base missile sample so these are untested. I'm also unsure about the background noise. It seems to have a variable volume so I've tried to reproduce that via just 1 sample.
- 25th January 1998: LBO - Added crude support for samples based on Frank's info. As of yet, I don't have a set that matches the names - I need a way to edit the .sam files I have. Hopefully I'll be able to create a good set shortly. I also don't know which sounds "loop".
- 0.30: A note about Zaxxon colors: we are aware that they are wrong. The reason is that we are using the Super Zaxxon color PROM. As soon as we'll have the correct Zaxxon color PROM, they will be fixed.
- 0.29: Zaxxon is getting there (sprites are mostly correct, background isn't) [Tim Lindquist, Nicola Salmoria].
- 0.28: Zaxxon can go in service mode (F2) [Nicola Salmoria]. Known issues: What do the dip switches do?
- 0.27: Improvements in Zaxxon colors by Marc Vergoosen.
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Zaxxon.
- 0.18: Zaxxon now save their high scores for real [Nicola Salmoria]. The code had disappeared from the drivers. I did write it, since I had .hi files in my directories.
- 0.15: Miscellaneous graphics fixes to Zaxxon and added high score saving [Nicola Salmoria].
- 0.13: Marc Lafontaine submitted a new palette for Zaxxon.
- 0.11: Marc Vergoossen provided a much better palette for Zaxxon.
- 0.09: Background graphics in Zaxxon now work, albeit a bit slow (45-50 fps on my 486/100) [Nicola Salmoria]. Note: The background is stored as a rectangle, but is drawn by the hardware skewed: Go right two pixels, then up one pixel. Doing the conversion at run time would be extremely expensive, so we do it now. To save memory, we squash the image horizontally (doing line shifts at run time is much less expensive than doing column shifts).
- 0.081: Zaxxon now works, but the background graphics are missing [Nicola Salmoria]. Control: Arrows = Move around and CTRL = Fire.
- 0.08: Mirko Buffoni added support for Zaxxon (Sega 1982), doesn't work yet.
- 29th December 1996: Virtu-Al dumped Zaxxon (set 1).
LEVELS: 20 (endless - after 20th level, the level counter is replaced by the sentence "GIVE UP!", and the game continues endlessly)
Other Emulators:
* Mimic
* VAntAGE
Romset: 105 kb / 17 files / 33.6 zip