Area 51: Site 4 (HD Rev 2.01, September 7, 1998)
Play begins after choosing a mission and a stage. Players can choose games or missions in any order. Two players can play at one time.
Each player begins with a set number of lives. The object of each game is to eliminate aliens or equipment before losing all of one's lives. To successfully complete each mission, players must eliminate a quota of aliens or equipment. At the end of a mission, a player who has lives remaining can select another mission and continue playing.
When either player has no lives remaining, a continue message appears on screen allowing that player to get back into the game by inserting currency. The game is suspended for the remaining player until more currency is inserted or continue time expires, then proceeds for the remaining player from the point
it lett off.
Play may pause from time to time during a particular mission to inform the players of their score and accuracy ratings. A second player can join the game at these times while the game displays a JOIN IN on-screen message.
During the game, players gain points not only by shooting aliens, but also by targeting certain objects. Players should shoot objects as instructed on screen to gain extra points or weaponry.
At various intervals throughout the game, players can acquire extra ammunition or weaponry. Players shoot floating power-up symbols to obtain a more powerful weapon. Shooting certain other targets gains players specific weaponry for the player's arsenal.
Aliens shoot back at players. Each time an alien shoots back successfully, the player loses one life. The player also loses any power-up weaponry. Play continues until all lives are exhausted for both players.
The game has secret rooms, where players can gain more points by shooting targets without being fired upon in return. ln some cases, targets must be shot in a particular order to enter a secret room. When either player opens the door to the secret room, both can gain points by shooting targets.
Players should avoid shooting certain characters wearing blue military uniforms or jumpsuits labeled S.T.A.A.R., an abbreviation of Strategic Tactical Advanced Alien Response. Shooting any of these characters loses a player one life, and eliminates any power-up weaponry acquired.
When play is over, players can enter their initials if they have a high score. If players do not purchase any more credits, the game automatically returns to the attract mode.
Each player begins with a set number of lives. The object of each game is to eliminate aliens or equipment before losing all of one's lives. To successfully complete each mission, players must eliminate a quota of aliens or equipment. At the end of a mission, a player who has lives remaining can select another mission and continue playing.
When either player has no lives remaining, a continue message appears on screen allowing that player to get back into the game by inserting currency. The game is suspended for the remaining player until more currency is inserted or continue time expires, then proceeds for the remaining player from the point
it lett off.
Play may pause from time to time during a particular mission to inform the players of their score and accuracy ratings. A second player can join the game at these times while the game displays a JOIN IN on-screen message.
During the game, players gain points not only by shooting aliens, but also by targeting certain objects. Players should shoot objects as instructed on screen to gain extra points or weaponry.
At various intervals throughout the game, players can acquire extra ammunition or weaponry. Players shoot floating power-up symbols to obtain a more powerful weapon. Shooting certain other targets gains players specific weaponry for the player's arsenal.
Aliens shoot back at players. Each time an alien shoots back successfully, the player loses one life. The player also loses any power-up weaponry. Play continues until all lives are exhausted for both players.
The game has secret rooms, where players can gain more points by shooting targets without being fired upon in return. ln some cases, targets must be shot in a particular order to enter a secret room. When either player opens the door to the secret room, both can gain points by shooting targets.
Players should avoid shooting certain characters wearing blue military uniforms or jumpsuits labeled S.T.A.A.R., an abbreviation of Strategic Tactical Advanced Alien Response. Shooting any of these characters loses a player one life, and eliminates any power-up weaponry acquired.
When play is over, players can enter their initials if they have a high score. If players do not purchase any more credits, the game automatically returns to the attract mode.
Télécharger Area 51: Site 4 (HD Rev 2.01, September 7, 1998)
Contents of the ROM :
Technical
CPU
- maincpu MEDIAGX (@ 166 Mhz)
Chipset
- DMA-driven DAC
- DMA-driven DAC
Display
- Orientation Yoko
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 3
- Number of buttons 9
- Kind of controler joy (5 (half8) ways)
Clones of Area 51: Site 4 (HD Rev 2.01, September 7, 1998)
If you liked Area 51: Site 4 (HD Rev 2.01, September 7, 1998)
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Area 51: Site 4 (HD Rev 2.01, September 7, 1998) and M.A.M.E.
0.101u2 [Ville Linde]
HardDisk required
Bugs:
- Failure to boot game. Tafoid (ID 04185)
WIP:
- 0.147u3: Hooked up IDE irq straight to the 8259 in MediaGX driver [smf].
- 0.147u1: MediaGX cleanup [Miodrag Milanovic].
- 0.146u2: Made PCI legacy and new implementation coexist for now (machine\pci.c) [Miodrag Milanovic].
- 0.146u1: Added additional documentation specifying revision and build dates for the Area 51: Site 4 sets [Troy Gratton]. Changed description to 'Area 51: Site 4 (HD Rev 2.01, September 7, 1998)' and clone to 'Area 51: Site 4 (HD Rev 2.0, September 11, 1998)'.
- 0.145u4: ninjakid redumped CHD for clone 'Area 51: Site 4 (September 11, 1998)'.
- 0.145u2: ninjakid added clone Area 51: Site 4 (September 11, 1998).
- 0.144u5: Angelo Salese fixed Atari logo bad colors at POST in Area 51: Site 4. Changed palettesize to 256 colors.
- 0.139u3: Fixed black screen in 'Area 51: Site 4' (debug build).
- 0.139: Atari Ace converted the Atari MediaGX driver to use driver_data. Also fixed Area 51: Site 4 hang after loading via internal UI (multisession).
- 0.137u4: Guru added newer Area51: Site 4 BIOS (a51s4_bios_09-15-98.u1).
- 23rd January 2010: Smitdogg - Ninjakid dumped Area 51: Site 4 (Sept. 11, 1998) and sent the motherboard to Guru to dump the BIOS and for possible decaps.
- 0.136u1: Miodrag Milanovic updated PIT8253 counter even if there was no elapsed cycles (this only affects fast drivers like at586 in MESS). This fixed the Area 51: Site 4 regression (black screen instead of intro).
- 0.129: Aaron Giles fixed interger overflow with -debug in 'Area 51: Site 4'.
- 0.115u2: Changed input to 8-way Joystick, 9x buttons and 4x coin slots for 3x Players.
- 0.111u4: Ville Linde improved sound output in the MediaGX driver. Changed DAC sound to DMA-driven DAC.
- 0.110u4: Ville Linde added workaround for broken MediaGX driver.
- 0.101u2: Ville Linde added Area 51: Site 4 (Atari 1998).
- 8th October 2005: Ville Linde - I've been working on a Atari MediaGX driver for a while now as a side effect of the recent x86 and PC emulation stuff. Area 51: Site 4 now runs its attract mode just fine. The game isn't playable yet as the controls haven't been hooked up yet.
- 24th December 2002: Guru - Area 51 Site 4 (Atari 1998, uses 2.5GB hard drive) arrived. Thanks to Mr F.
Romset: 516 kb / 3 files / 42.0 zip
Harddisk: 2.39 GB (CYLS: 5300, HEADS: 15, SECS: 63 - Compressed: 702.4)
HardDisk required
Bugs:
- Failure to boot game. Tafoid (ID 04185)
WIP:
- 0.147u3: Hooked up IDE irq straight to the 8259 in MediaGX driver [smf].
- 0.147u1: MediaGX cleanup [Miodrag Milanovic].
- 0.146u2: Made PCI legacy and new implementation coexist for now (machine\pci.c) [Miodrag Milanovic].
- 0.146u1: Added additional documentation specifying revision and build dates for the Area 51: Site 4 sets [Troy Gratton]. Changed description to 'Area 51: Site 4 (HD Rev 2.01, September 7, 1998)' and clone to 'Area 51: Site 4 (HD Rev 2.0, September 11, 1998)'.
- 0.145u4: ninjakid redumped CHD for clone 'Area 51: Site 4 (September 11, 1998)'.
- 0.145u2: ninjakid added clone Area 51: Site 4 (September 11, 1998).
- 0.144u5: Angelo Salese fixed Atari logo bad colors at POST in Area 51: Site 4. Changed palettesize to 256 colors.
- 0.139u3: Fixed black screen in 'Area 51: Site 4' (debug build).
- 0.139: Atari Ace converted the Atari MediaGX driver to use driver_data. Also fixed Area 51: Site 4 hang after loading via internal UI (multisession).
- 0.137u4: Guru added newer Area51: Site 4 BIOS (a51s4_bios_09-15-98.u1).
- 23rd January 2010: Smitdogg - Ninjakid dumped Area 51: Site 4 (Sept. 11, 1998) and sent the motherboard to Guru to dump the BIOS and for possible decaps.
- 0.136u1: Miodrag Milanovic updated PIT8253 counter even if there was no elapsed cycles (this only affects fast drivers like at586 in MESS). This fixed the Area 51: Site 4 regression (black screen instead of intro).
- 0.129: Aaron Giles fixed interger overflow with -debug in 'Area 51: Site 4'.
- 0.115u2: Changed input to 8-way Joystick, 9x buttons and 4x coin slots for 3x Players.
- 0.111u4: Ville Linde improved sound output in the MediaGX driver. Changed DAC sound to DMA-driven DAC.
- 0.110u4: Ville Linde added workaround for broken MediaGX driver.
- 0.101u2: Ville Linde added Area 51: Site 4 (Atari 1998).
- 8th October 2005: Ville Linde - I've been working on a Atari MediaGX driver for a while now as a side effect of the recent x86 and PC emulation stuff. Area 51: Site 4 now runs its attract mode just fine. The game isn't playable yet as the controls haven't been hooked up yet.
- 24th December 2002: Guru - Area 51 Site 4 (Atari 1998, uses 2.5GB hard drive) arrived. Thanks to Mr F.
Romset: 516 kb / 3 files / 42.0 zip
Harddisk: 2.39 GB (CYLS: 5300, HEADS: 15, SECS: 63 - Compressed: 702.4)