Canyon Bomber (prototype)
Canyon Bomber is a 2-D shooter. You control either the blimp or the plane while dropping bombs on the rocks below. Your goal is to get the highest amount of points (either against the computer or another player). You are allowed so many misses before your game ends. Misses are counted as the times you do not hit any rocks. The scores for the rocks are directly proportional to the difficulty in hitting those rocks. This game boils down to precision bombing and thinking ahead as to where the next bomb will fall. Good luck in taking out all of the rocks in the canyon.
Télécharger Canyon Bomber (prototype)
Contents of the ROM :
Technical
CPU
- maincpu M6502 (@ 0 Mhz)
Chipset
- DISCRETE
Display
- Orientation Yoko
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 7
Clones of Canyon Bomber (prototype)
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Scoring for Canyon Bomber (prototype)
Scoring in this game is pretty simple, you get the points that are displayed on the rocks as you destroy them :
1 : One point
2 : Two points
3 : Three points
4 : Four points
1 : One point
2 : Two points
3 : Three points
4 : Four points
Tips on Canyon Bomber (prototype)
* When you start the game, you will be on the left side of your screen in a blimp. If two players are playing, then player 1 controls the black blimp while player 2 controls the white blimp. If you are playing one player, then you control the black blimp. The goal is to get as many points as you can while avoiding misses. There are two types of aircraft in this game : Blimps and airplanes. You need to know the differences between them since your bombing accuracy is directly related to their movements.
1) Blimps tend to stay at higher altitudes and move slowly. This gives you more time to plan your bomb run.
2) Planes tend to stay at the middle and lower altitudes and move fast. This gives you very little time to plan your bomb run.
* In order to effectively drop bombs, there are a couple of things you should take into account :
1) Your forward speed will have a direct impact as to where the bomb lands. For example, you need to drop your bomb earlier to hit a specific target instead of dropping it when you are directly over the target. The reason is because the bomb will drift in the direction you are flying when it is dropped.
2) Your altitude has a lot to do with where your bombs will fall. The higher you are, the harder it will be to hit ground targets since the bomb will only drift so much from point one. Higher altitudes also tend to make the perspective harder when trying for rocks in valleys and on ledges.
* You can only take out the rocks you are headed toward. This may seem like common sense but sometimes people attempt to 'lob' a bomb over a hill on the valley floor hoping to hit the rocks just on the other side of the hill. Unfortunately, it doesn't work.
* Bombs don't 'wrap' around the screen. Your aircraft will go back and forth at random altitudes. Right when your aircraft turns for another pass, start planning on where you want to drop your next bomb.
* When the game first starts, you can take out four to five numbered rocks. As the game progresses, though, these numbers go down sharply.
* If you are fortunate enough to eliminate all the rocks in the canyon, the canyon will fill back up again. This will happen a maximum of three times (counting the first wave). After that, the game is over.
* The game is based on misses. If your opponent uses up all their misses, you can still continue until you use up all of your misses. The same is true if you use up all of your misses.
* Whenever you hit rocks under other rocks, those top rocks will settle to the next rock. In other words, you can blast the middle out of the rockpiles but they will still settle to the bottom of the canyon.
* Try to clear lanes to the three and four pointers for a higher score (The three and four points rocks are usually located on ledges or in narrow valleys).
* When you clear out half the rocks in the canyon, you will change over from the blimp to the airplane.
1) Blimps tend to stay at higher altitudes and move slowly. This gives you more time to plan your bomb run.
2) Planes tend to stay at the middle and lower altitudes and move fast. This gives you very little time to plan your bomb run.
* In order to effectively drop bombs, there are a couple of things you should take into account :
1) Your forward speed will have a direct impact as to where the bomb lands. For example, you need to drop your bomb earlier to hit a specific target instead of dropping it when you are directly over the target. The reason is because the bomb will drift in the direction you are flying when it is dropped.
2) Your altitude has a lot to do with where your bombs will fall. The higher you are, the harder it will be to hit ground targets since the bomb will only drift so much from point one. Higher altitudes also tend to make the perspective harder when trying for rocks in valleys and on ledges.
* You can only take out the rocks you are headed toward. This may seem like common sense but sometimes people attempt to 'lob' a bomb over a hill on the valley floor hoping to hit the rocks just on the other side of the hill. Unfortunately, it doesn't work.
* Bombs don't 'wrap' around the screen. Your aircraft will go back and forth at random altitudes. Right when your aircraft turns for another pass, start planning on where you want to drop your next bomb.
* When the game first starts, you can take out four to five numbered rocks. As the game progresses, though, these numbers go down sharply.
* If you are fortunate enough to eliminate all the rocks in the canyon, the canyon will fill back up again. This will happen a maximum of three times (counting the first wave). After that, the game is over.
* The game is based on misses. If your opponent uses up all their misses, you can still continue until you use up all of your misses. The same is true if you use up all of your misses.
* Whenever you hit rocks under other rocks, those top rocks will settle to the next rock. In other words, you can blast the middle out of the rockpiles but they will still settle to the bottom of the canyon.
* Try to clear lanes to the three and four pointers for a higher score (The three and four points rocks are usually located on ledges or in narrow valleys).
* When you clear out half the rocks in the canyon, you will change over from the blimp to the airplane.
Canyon Bomber (prototype) and M.A.M.E.
0.35b2 [Mike Balfour]
Artwork available
WIP:
- 0.135u2: Fabio Priuli added save state support to Canyon Bomber.
- 0.126u2: Fabio Priuli added DIP locations to Canyon Bomber. Added 2x 'Unknown' dipswitches.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node.
- 23rd October 2006: Mr. Do - Ad_Enuff finished a nice old piece: Canyon Bomber artwork.
- 0.88: Derrick Renaud added watchdog to Canyon Bomber and set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
- 0.80u2: Derrick Renaud updated Canyon Bomber to use Aaron's DISCRETE_ADJUSTMENT changes.
- 0.80: Derrick Renaud made minor changes in Canyon Bomber to work with new code.
- 0.75: Stefan Jokisch correct RAM size and VBLANK duration. Added hiscore reset button and language ROM (i.e. the language dip works now). And sprite positions should be fixed according to the schematics. Added missing LOW and HIGH_NIBBLED roms ($3000). Renamed (canbprot) to (canyonp). Changed 6502 CPU1 clock speed to 756000 Hz. Changed input to 7x buttons.
- 0.68: Derrick Renaud changed whistle sounds to new (proper) 555 cap charge instead of generic triangle wave.
- 0.66: Added Discrete sound.
- 1st March 2003: Keith Wilkins and Derrick Renaud submitted a large update to the discrete sound system, adding discrete sound to Canyon Bomber, Polaris, Sprint, Sprint 2, Ultra Tank and samples to Circus, Clowns and Sea Wolf.
- 0.37b6: Added prom ($0 - sync).
- 0.35b3: Mike Balfour added Canyon Bomber (prototype). Roberto Fresca added high score saving to Canyon Bomber.
- 8th February 1999: Mike Balfour added Canyon Bomber prototype (canbprot).
- 0.35b2: Mike Balfour added Canyon Bomber (Atari 1977).
- 27th February 1998: Dumped Canyon Bomber.
Romset: 6 kb / 7 files / 3.36 zip
Artwork available
WIP:
- 0.135u2: Fabio Priuli added save state support to Canyon Bomber.
- 0.126u2: Fabio Priuli added DIP locations to Canyon Bomber. Added 2x 'Unknown' dipswitches.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node.
- 23rd October 2006: Mr. Do - Ad_Enuff finished a nice old piece: Canyon Bomber artwork.
- 0.88: Derrick Renaud added watchdog to Canyon Bomber and set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
- 0.80u2: Derrick Renaud updated Canyon Bomber to use Aaron's DISCRETE_ADJUSTMENT changes.
- 0.80: Derrick Renaud made minor changes in Canyon Bomber to work with new code.
- 0.75: Stefan Jokisch correct RAM size and VBLANK duration. Added hiscore reset button and language ROM (i.e. the language dip works now). And sprite positions should be fixed according to the schematics. Added missing LOW and HIGH_NIBBLED roms ($3000). Renamed (canbprot) to (canyonp). Changed 6502 CPU1 clock speed to 756000 Hz. Changed input to 7x buttons.
- 0.68: Derrick Renaud changed whistle sounds to new (proper) 555 cap charge instead of generic triangle wave.
- 0.66: Added Discrete sound.
- 1st March 2003: Keith Wilkins and Derrick Renaud submitted a large update to the discrete sound system, adding discrete sound to Canyon Bomber, Polaris, Sprint, Sprint 2, Ultra Tank and samples to Circus, Clowns and Sea Wolf.
- 0.37b6: Added prom ($0 - sync).
- 0.35b3: Mike Balfour added Canyon Bomber (prototype). Roberto Fresca added high score saving to Canyon Bomber.
- 8th February 1999: Mike Balfour added Canyon Bomber prototype (canbprot).
- 0.35b2: Mike Balfour added Canyon Bomber (Atari 1977).
- 27th February 1998: Dumped Canyon Bomber.
Romset: 6 kb / 7 files / 3.36 zip