Darwin 4078 (Japan)
Standard vertically scrolling shoot'em up. You control a surrealistic space fighter, fighting just as surrealistic enemies. Power-up capsules alter the ship's shape, weapons, and make it larger. There are 16 levels with a giant enemy at the end of each.
Télécharger Darwin 4078 (Japan)
Contents of the ROM :
Technical
CPU
- maincpu M6809 (@ 1 Mhz)
- audiocpu M6809 (@ 1 Mhz)
Chipset
- YM2203 (@ 1 Mhz)
- YM3526 (@ 3 Mhz)
Display
- Orientation Tate
- Resolution 240 x 240
- Frequency 57.444853 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler joy (8 ways)
If you liked Darwin 4078 (Japan)
You might Like:
- Acrobat Mission
- Air Attack (set 1)
- Alcon (US)
- Argus (Gottlieb, prototype)
- Armed Formation
- B-Wings (Japan new Ver.)
- Baryon - Future Assault
- Bermuda Triangle (World?)
- Chaos Field (GDL-0025)
- Dangerous Seed (Japan)
- Dimahoo (Euro 000121)
- Dogyuun
- Eight Forces
- Espial (Europe)
- Exed Exes
- Fire Battle
- Flying Tiger
- G-Stream G2020
- Galaxy Gunners
- Gardia (317-0006)
- Giga Wing (USA 990222)
- Giga Wing 2 (JPN, USA, EXP, KOR, AUS)
- Grind Stormer
- Gunbird (World)
- Gunbird 2
- HAL21
- Hotdog Storm (International)
- Karous (GDL-0040)
- Kingdom Grandprix
- Legion - Spinner-87 (World ver 2.03)
- Macross Plus
- Mission Craft (version 2.4)
- Nostradamus
- R-Shark
- Radirgy (GDL-0032)
- Rapid Hero
- Ryu Jin (Japan)
- Samurai Aces (World)
- Scion
- Shienryu (JUET 961226 V1.000)
- Sorcer Striker (set 1)
- Super Real Darwin (World)
- Terra Cresta (YM3526 set 1)
- Terra Force
- Valtric
- Varia Metal
- Vasara
- Vasara 2 (set 1)
- Vs. Super Xevious
- Vulgus (set 1)
- XII Stag (V2.01J)
- Xevious (Namco)
- Zaviga
Tips on Darwin 4078 (Japan)
* General sequence :
1) When you are not invincible -> (get hit by a bullet) -> PISTER
2) All states -> (fixed time without collecting power-up) -> degenerate
3) PISTER -> (get hit by a bullet) -> die
4) All states -> (get hit by an enemy) -> die
* Evolution sequence (when you collect a power-up) :
PISTER -> BEAS (your starting level) -> BASUM -> SHARRU -> MISEAVE -> TWIPET -> DODOK -> ZUGAU -> KUES -> SHASUEM -> ZUGOGA -> GYASHARRU
* Degeneration sequence (at fixed time without collecting power-up) :
1) GYASHARRU -> ZUGOGA -> SHASUEM -> KUES -> ZUGAU -> DODOK -> TWIPET -> MISEAVE -> SHARRU -> BASUM -> BEAS
2) LAYSPER -> BASUM
3) SUPPURATE -> PISTER
4) BLACK DEAME -> PISTER
5) DEAME -> SEAS -> MALTO -> MEASA -> ZUGAU
* Mutation sequence :
1) All states -> (hit the orange smoke released by the 'bird' alien that flies from the screen bottom) -> SUPPURATE (bullet invincible)
2) SHARRU -> (degeneration) -> BASUM -> (collect power-up) -> LAYSPER (you front shot is invisible)
3) KUES -> (degeneration) -> ZUGAU -> (collect power-up) -> MEASA -> MALTO -> SEAS -> DEAME
* Opposite evolution :
DEAME -> (get hit by a bullet) -> BLACK DEAME (bullet invincible)
* Bomb upgrade :
1) Shoot horizontal stick aliens the right number of times and they will drift slowly down the screen. Dock with this to get extra firepower. This also works with the aliens that have extendible poles that spring out from their sides : just shoot them until they flash and dock with them.
2) You can also dock with the rectangular aliens (after you have shot them a few times). These appear close to the start of the game. It seems anything you shoot that then drifts slowly down, you can dock with (which increases the bomb power).
1) When you are not invincible -> (get hit by a bullet) -> PISTER
2) All states -> (fixed time without collecting power-up) -> degenerate
3) PISTER -> (get hit by a bullet) -> die
4) All states -> (get hit by an enemy) -> die
* Evolution sequence (when you collect a power-up) :
PISTER -> BEAS (your starting level) -> BASUM -> SHARRU -> MISEAVE -> TWIPET -> DODOK -> ZUGAU -> KUES -> SHASUEM -> ZUGOGA -> GYASHARRU
* Degeneration sequence (at fixed time without collecting power-up) :
1) GYASHARRU -> ZUGOGA -> SHASUEM -> KUES -> ZUGAU -> DODOK -> TWIPET -> MISEAVE -> SHARRU -> BASUM -> BEAS
2) LAYSPER -> BASUM
3) SUPPURATE -> PISTER
4) BLACK DEAME -> PISTER
5) DEAME -> SEAS -> MALTO -> MEASA -> ZUGAU
* Mutation sequence :
1) All states -> (hit the orange smoke released by the 'bird' alien that flies from the screen bottom) -> SUPPURATE (bullet invincible)
2) SHARRU -> (degeneration) -> BASUM -> (collect power-up) -> LAYSPER (you front shot is invisible)
3) KUES -> (degeneration) -> ZUGAU -> (collect power-up) -> MEASA -> MALTO -> SEAS -> DEAME
* Opposite evolution :
DEAME -> (get hit by a bullet) -> BLACK DEAME (bullet invincible)
* Bomb upgrade :
1) Shoot horizontal stick aliens the right number of times and they will drift slowly down the screen. Dock with this to get extra firepower. This also works with the aliens that have extendible poles that spring out from their sides : just shoot them until they flash and dock with them.
2) You can also dock with the rectangular aliens (after you have shot them a few times). These appear close to the start of the game. It seems anything you shoot that then drifts slowly down, you can dock with (which increases the bomb power).
Darwin 4078 (Japan) and M.A.M.E.
0.33b3 [Ville Laitinen]
WIP:
- 0.146: Port changed regression fix [Miodrag Milanovic]. This fixed coin insert problem in Break Thru driver.
- 0.135u3: Fabio Priuli fixed access violation caused by driver struct & video/spriteram changes in Break Thru.
- 0.135u1: Fabio Priuli added driver data struct and save state support to the Break Thru driver.
- 0.126u2: Fabio Priuli added DIP locations to Darwin 4078. Added 'Allow Continue' dipswitch.
- 0.123u4: Zsolt Vasvari updated Breakthru driver to use PORT_CHANGED. Combined memory maps where applicable.
- 0.122u5: Aaron Giles cleaned up brkthru/darwin memory maps. Changed both games to use identical video timing parameters based on measurements of darwin. Guessed based on available information at the master clock and derived all game clocks from it.
- 0.113u2: Changed VSync to 57.444853 Hz.
- 0.69: Satoshi Suzuki and David Haywood fixed sprite priority in Darwin 4078 and converted the driver to use tilemaps.
- 18th May 2003: Satoshi Suzuki re-submitted the Darwin 4078 priority fix.
- 12th March 2003: Satoshi Suzuki re-submitted Genpei Toumaden and Darwin 4078 graphics fixes.
- 8th February 2003: Satoshi Suzuki resubmitted a Darwin 4078 sprite priority fix.
- 0.63: Added 'Flip Screen' dipswitch.
- 16th November 2002: S. Suzuki fixed priority problems in Darwin 4078.
- 21st October 2000: Shingo Suzuki fixed the Darwin 4078 speed and volume balance.
- 0.36b9: Changed VSync to 58Hz. Added dipswitches 'Bonus Life' and 'Difficulty'.
- 0.36b2: Added proms ($0, 100 - red/green and blue component). Darwin 4078 has now accurate colors. Changed clock speed of M6809 CPU1 and CPU2 to 1.5MHz.
- 3rd August 1999: Bryan McPhail added correct color PROMs to Darwin 4078.
- 0.33b7: Changed description to 'Darwin 4078 (Japan)'.
- 0.33b3: Ville Laitinen added Darwin 4078 (Data East 1986).
- 17th March 1998: CaBBe dumped Darwin 4078 (Japan).
LEVELS: 16 (endless)
Romset: 345 kb / 14 files / 112.2 zip
WIP:
- 0.146: Port changed regression fix [Miodrag Milanovic]. This fixed coin insert problem in Break Thru driver.
- 0.135u3: Fabio Priuli fixed access violation caused by driver struct & video/spriteram changes in Break Thru.
- 0.135u1: Fabio Priuli added driver data struct and save state support to the Break Thru driver.
- 0.126u2: Fabio Priuli added DIP locations to Darwin 4078. Added 'Allow Continue' dipswitch.
- 0.123u4: Zsolt Vasvari updated Breakthru driver to use PORT_CHANGED. Combined memory maps where applicable.
- 0.122u5: Aaron Giles cleaned up brkthru/darwin memory maps. Changed both games to use identical video timing parameters based on measurements of darwin. Guessed based on available information at the master clock and derived all game clocks from it.
- 0.113u2: Changed VSync to 57.444853 Hz.
- 0.69: Satoshi Suzuki and David Haywood fixed sprite priority in Darwin 4078 and converted the driver to use tilemaps.
- 18th May 2003: Satoshi Suzuki re-submitted the Darwin 4078 priority fix.
- 12th March 2003: Satoshi Suzuki re-submitted Genpei Toumaden and Darwin 4078 graphics fixes.
- 8th February 2003: Satoshi Suzuki resubmitted a Darwin 4078 sprite priority fix.
- 0.63: Added 'Flip Screen' dipswitch.
- 16th November 2002: S. Suzuki fixed priority problems in Darwin 4078.
- 21st October 2000: Shingo Suzuki fixed the Darwin 4078 speed and volume balance.
- 0.36b9: Changed VSync to 58Hz. Added dipswitches 'Bonus Life' and 'Difficulty'.
- 0.36b2: Added proms ($0, 100 - red/green and blue component). Darwin 4078 has now accurate colors. Changed clock speed of M6809 CPU1 and CPU2 to 1.5MHz.
- 3rd August 1999: Bryan McPhail added correct color PROMs to Darwin 4078.
- 0.33b7: Changed description to 'Darwin 4078 (Japan)'.
- 0.33b3: Ville Laitinen added Darwin 4078 (Data East 1986).
- 17th March 1998: CaBBe dumped Darwin 4078 (Japan).
LEVELS: 16 (endless)
Romset: 345 kb / 14 files / 112.2 zip