1942 (Williams Electronics license)

Arcade 1985 Capcom (Williams Electronics license) Shooter Flying Vertical
1942 is a vertically scrolling shoot 'em up set in the Asian theater of World War II. The goal is to reach Tokyo and destroy the entire Japanese air fleet. The player (the American 'Super Ace') pilots a plane, and has to shoot down enemy planes. Besides shooting, the player can also perform a 'loop-the-loop' to avoid enemy fire.
Play
1942 (Williams Electronics license)

Partager 1942 (Williams Electronics license)

Share

  • Permalink :

Technical

CPU
  • maincpu Z80 (@ 4 Mhz)
  • audiocpu Z80 (@ 3 Mhz)
Chipset
  • AY-3-8910A (@ 1 Mhz)
  • AY-3-8910A (@ 1 Mhz)
Display
  • Orientation Tate
  • Resolution 255 x 224
  • Frequency 60 Hz
Controlers
  • Number of players 2
  • Number of buttons 2
  • Kind of controler joy (8 ways)

1942 (Williams Electronics license) Screenshots

1942 (Williams Electronics license) - Screen 1
1942 (Williams Electronics license) - Screen 2
1942 (Williams Electronics license) - Screen 3
1942 (Williams Electronics license) - Screen 4
1942 (Williams Electronics license) - Screen 5

Clones of 1942 (Williams Electronics license)

Scoring for 1942 (Williams Electronics license)

Small planes are 30, 50, 70, 100, 150, or 200 points each.

The small red planes that fly formations of 5 or 10 are 100 points each. Shooting all the planes in the 5 plane formation awards 500 bonus points. Shooting all the planes in the 10 plane formation awards 1000 bonus points. In both cases, when the last plane of a formation is destroyed, a powerup marker appears and is worth 1000 points when picked up.

Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5000 points when picked up.

Medium size planes are 1000 or 1500 points each.

Large bomber planes start at 2000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9000 points. When the player’s ship is destroyed, the score for the bombers is reset back to 2000 points.

There are four boss planes. They appear at the end of stages 26, 18, 10, and 02 :
The stage 26 boss plane is worth 20000 points.
The stage 18 boss plane is worth 30000 points.
The stage 10 boss plane is worth 40000 points.
The stage 02 boss plane is worth 50000 points.

For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.

At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50000 points (in older revisions, the game displays 10000 points bonus but 50000 points are actually awarded).
95-99% = 20000 points
90-94% = 10000 points
85-89% = 5000 points
80-84% = 4000 points
70-79% = 3000 points
60-69% = 2000 points
50-59% = 1000 points
Under 50% = 0 points
Unused loops are 1000 points each.

Finishing the final stage awards 10000000 points.

Tips on 1942 (Williams Electronics license)

* On Stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all 5 of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.

* On stages with the wingman powerups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.

* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.

* Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them.

* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.

* The end of stage bonus for 100% shooting down is actually 50000 points, even though the game displays a 'special' bonus of only 10000 points.

When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.

* There are six kinds of powerups : Quad fire, destroy all enemies on screen, 2 wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.

Quad fire powerups are found on Stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies powerups are found on Stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman powerups are found on Stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life powerups are found on Stages 27, 20, 15, 08, and 04.
Stop shooting powerups are found on Stages 27 and 15.
Extra loop powerups are found on Stages 23, 18, 17, 13, 09, and 05.

* % and point up Stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.

* If the player earns enough bonus planes so that ten ships or more are in the reserve, the ten remaining ships indicators are replaced by the Greek letter Sigma (?).

1942 (Williams Electronics license) and M.A.M.E.

0.124u4 [Nicola Salmoria]
0.33b6 [Nicola Salmoria]
0.19 [Paul Leaman, Nicola Salmoria]

Artwork available

WIP:
- 19th January 2011: Smitdogg - We got two 1943 boards donated. One is a real Capcom board with working 8751 for decapping, the other is a bootleg. It's a bootleg of the Japan version, hacked to not need the 8751 and it changes the game to be an English version. They hacked up the "Battle of Midway" Japan text to be English, and it actually looks better than the title screen on the official English version I think.
- 0.140: Angelo Salese reworked 1942 interrupts by not using cpu_getiloops() function.
- 0.135u1: Fabio Priuli added driver data struct to 1942.
- 0.134u4: Darran added clone 1942 (Revision A, bootleg). This is the same as the 1942a set, but with a different rom arrangement (larger roms), it appears to be a common bootleg.
- 3rd October 2009: Smitdogg - Andy Conroy dumped unmamed clone of 1942. I haven't looked at them closely and I don't know if they will all be added but... Cool news.
- 0.124u5: Fixed rom names.
- 0.124u4: Quarterarcade added clone '1942 (Williams Electronics license)'. Changed clone '(set 3)' to parent '1942 (Revision B)', '1942 (set 1)' to clone '1942 (Revision A)' and '(set 2)' to '1942 (First Version)'. Renamed (1942b) to (1942), (1942) to (1942a) and (1942a) to (1942b).
- 0.122u8: RansAckeR made some minor improvements to 1942 DIPs.
- 0.116: Aaron Giles flattened colormap and palette in 1942. Changed palettesize to 1536 colors.
- 6th May 2007: Mr. Do - Cleaned up 1942 bezel, thanks to the BYOAC/CAG artwork.
- 0.111u2: Brian Oberholtzer corrected some incorrect dipswitch information in the 1942 driver.
- 0.106u3: Lee Mitchell added save state support to 1942.
- 0.100u4: Aaron Giles converted 1942 driver over to using the new memory_configure_bank calls.
- 0.88u1: Curt Coder merged memory maps and fixed inputs/dips per manual.
- 26th November 2000: Guru added a hacked romset to the 1942 driver.
- 23rd August 2000: Zsolt Vasvari converted 1942, Commando and Vulgus to the tilemap system.
- 0.37b6: Added proms ($600, 700, 800, 900 - 2x tile palette selector?, interrupt/video timing?).
- 1st April 2000: Guru - Dumped 1942 (Bootleg).
- 0.34b4: Nicola Salmoria added clone 1942 (set 3).
- 0.33b7: Changed description to '1942 (set 1)' and clone '1942 (alternate)' to '1942 (set 2)'. Renamed (1942) to (1942a).
- 0.33b6: Nicola Salmoria added 1942. Changed '1942' to clone '1942 (alternate)'. Known issues: Sometimes the alternate verion ends in an endless loop over the sea, and the end of level boss doesn't appear. It hasn't been verified whether "1942" does the same; that version might be a later release which fixes this bug.
- 0.28: Fixed gfx rom loading.
- 0.21: Fixed tempo speed in 1942. It was playing at half speed. Should be correct now. Also fixed a bug in noise volume of PSG. Noise was playing at half volume.
- 0.20: Brad Oliver found a lot of bugs around the code, fixed 1942 background scroll. 1942 has correct colours [Nicola Salmoria]. Paul Leaman providing us the correct color proms. Also fixed rom paging, so now it has no more slowdowns. Fixed jerkiness. Sound is better, too. How about the tempo? How about the pitch? Are they right? Nicola Salmoria changed GENERIC.C to add sound_command_latch_r(): this always return the last command, instead of 0, if there are no more pending commands. This was required by 1942.
- 0.19: Added 1942 (Capcom 1984). Paul Leaman (author of the 1942 emulator) provided exhaustive information on (guess what) 1942, which is now supported. Game is playable with wrong colors and sound.

LEVELS: 32

Other Emulators:
* CottAGE
* FB Alpha
* JEmu
* JEmu2
* Retrocade
* VAntAGE

Romset: 211 kb / 27 files / 101.1 zip
LoadingLoading in progress
Suivez nous

Social networks

Suivez l'actualité de Jamma Play sur vos réseaux sociaux favoris