Diamond Run

Arcade 1989 KH Video Maze Digging
An arcade puzzle game in which a single player must tunnel their way through a number of underground caves, collecting the many gems spread throughout the levels. Each cave is littered with rocks which, should they fall onto the player, will result in a loss of life. Carefully planned tunnels can be dug to manipulate the direction in which the rocks fall, however, which makes them an effective weapon against the many enemies that populate the levels. A number of red explosives can be found which can also be used to kill enemies and also to destroy any walls blocking the player's path. Again, like the rocks, these must be used carefully to prevent the explosion from killing the player.

In order to complete a level, a specified number of gems must be collected. Once a sufficient amount of gems have been collected, an exit will open which the player must enter to proceed to the next cave.

Diamond Run is heavily based on First Star's Commodore C64 classic, 'Boulder Dash'.
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Contents of the ROM :

Technical

CPU
  • maincpu M6809 (@ 1 Mhz)
  • audiocpu Z80 (@ 3 Mhz)
Chipset
  • YM2203 (@ 1 Mhz)
  • YM2203 (@ 1 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 59.59 Hz
Controlers
  • Number of players 1
  • Number of buttons 1
  • Kind of controler joy (4 ways)

Diamond Run Screenshots

Diamond Run - Screen 1
Diamond Run - Screen 2
Diamond Run - Screen 3
Diamond Run - Screen 4
Diamond Run - Screen 5

Diamond Run and M.A.M.E.

0.22 [Mirko Buffoni, Roberto Ventura, Nicola Salmoria]

WIP:
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for GNG driver.
- 0.135u3: Fabio Priuli added driver data struct to the GNG driver.
- 0.133u2: Changed Z80 CPU2 clock speed to 3MHz.
- 0.133u1: Brian Troha improved bonus verbiage for the GNG driver. Verbiage more like the actual manual. Changed Z80 CPU2 clock speed to 1.5MHz and VSync to 59.59 Hz.
- 0.131u1: MooglyGuy merged memory maps in the GNG driver.
- 0.113: Canim and Machone fixed Diamond Run dipswitches. Added 'Energy Loss' dipswitch.
- 0.112u1: Vas Crabb added save state support to the GNG driver.
- 0.99u3: Fixed gfx3 rom address to $10000.
- 0.37b9: Added new proms ($0, 100 - video timing and priority).
- 0.37b7: Fixed cpu1/3 and gfx3 rom loading. Changed palettesize from 192 to 256 colors.
- 0.33b3: Mike Balfour fixed Diamond Run hiscore save.
- 0.31: Yves Colombani added missing action button to Diamond Run.
- 0.28: Mike Balfour added high score saving to Diamond Run.
- 0.27: Fixed gfx rom loading.
- 0.23: "And there was MUSIC!" [Mirko Buffoni]. Thanks to Ishmair's YM-2203 FM engine, music is supported in Commando, Ghosts 'n Goblins, Diamonds. Since the synthesis is based on FM generation via OPL, you must have a SoundBlaster, Adlib, or compatible to get the music. However I heavily dislike this approach and I'm looking for documentation on FM generation. If anyone want to join to the party forward me a mail!
- 0.22: Mirko Buffoni added Diamond Run (KH Video 1989) (based on GnG hardware). Don't know if the banks mode switch is right, it's too slow for me to go further the first level. Game is playable with accurate colors and sound. Control: Arrows = Move around.

LEVELS: 10 (endless)

Other Emulators:
* FB Alpha

Romset: 289 kb / 16 files / 39.1 zip
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