Galaxian (Namco set 1)
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
Télécharger Galaxian (Namco set 1)
Contents of the ROM :
Technical
CPU
- maincpu Z80 (@ 3 Mhz)
Chipset
- DISCRETE
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60.606061 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (2 ways)
Clones of Galaxian (Namco set 1)
- Astrians (clone of Swarm)
- Galaxian (Midway set 1)
- Galaxian (Midway set 2)
- Galaxian (Namco set 2)
- Galaxian (Taito)
- Galaxian (bootleg)
- Galaxian Part 4 (hack)
- Galaxian Part X (moonaln hack)
- Galaxian Test ROM
- Galaxian Turbo (superg hack)
- Kamakazi III (superg hack)
- Moon Alien
- Moon Alien Part 2
- Moon Alien Part 2 (older version)
- Space Invaders Galactica (galaxiana hack)
- Star Fighter
- Super GX
- Super Galaxians (galaxiana hack)
- Swarm (bootleg?)
- Zero Time
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Scoring for Galaxian (Namco set 1)
Blue Galaxian: 30 points in formation, 60 points in flight
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts
* The maximum possible score shown is 999990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999990 to 999200.
Purple Galaxian: 40 points in formation, 80 points in flight
Red Galaxian: 50 points in formation, 100 points in flight
Flagship: 60 points in formation, 150 points in flight
Flagship: 200 points in flight with one escort
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts
* The maximum possible score shown is 999990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999990 to 999200.
Tips on Galaxian (Namco set 1)
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can’t fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly below the flagships)
Purple Galaxians : 8 (in 1 row, directly below the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly below the purple Galaxians)
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can’t fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
Galaxian (Namco set 1) and M.A.M.E.
0.15 [Nicola Salmoria]
0.05 [Nicola Salmoria, Robert Anschuetz]
Artwork available
Bugs:
- The backround sound during gameplay is slow by about a factor of 2. dropdeadhippie (ID 00443)
WIP:
- 16th April 2011: Mr. Do - Thanks to Zorg for getting in contact with Etienne over at Dragon's Lair Fans. He scanned and vectored the Italian version of the Namco Galaxian bezel.
- 17th December 2010: Smitdogg - Darran dumped a bunch of early 80's bootlegs from New Zealand, mostly Galaxian and Galaga bootlegs and hacks.
- 12th December 2010: Smitdogg - Darran dumped an alt version of Galaxian Part X.
- 0.135: Luigi30 changed references to galaxiaj in game names to galaxiana. Changed description of clones 'Super Galaxians (galaxiaj hack)' to 'Super Galaxians (galaxiana hack)' and 'Space Invaders Galactica (galaxiaj hack)' to 'Space Invaders Galactica (galaxiana hack)'. Fixed unable to use normal coin slots (coin lockout) in clone Kamakazi III (superg hack).
- 0.133u3: Galaxian sound updates [Couriersud]: Moon Cresta and Galaxian now have their respective schematics emulated, i.e. Moon Cresta has a slightly different mixing stage. Cleaned up driver, added some section titles and comments, removed old code. Removed emu_timer, this was causing a stream of stream_updates only updating 3 samples. Replaced with discrete timer module DSS_TIMER now. Use DISCRETE_NOTE for pitch generation; it is more accurate (within the one ms where the pitch changes) and saves a node. Use DISCRETE_BITS_DECODE and save 2 nodes.
- 0.133u2: Created discrete sound emulation for galaxian [Couriersud]: Changed all audio related AM_WRITE to AM_DEV_WRITE. Moved discrete sound related pieces such as initialization into audio\galaxian.h. Split some memory maps into sound related and not sound related parts. Added possibility in discrete.h to select hardware (galaxian/moon cresta) at compile time. This leads to slightly different volume levels. Hit sound (explosion) has been hacked to increase volume. Currently, we can not accurately model the switch/opamp filter circuit. Rewrote timer code so that the pitch timer is only used when it produces audible results. Brian Troha fixed Kamakazi III's dipswitch setting (the same as superg) and relabeled it a superg hack. Also the dipswitch setting for the Taito license was the same as superg so I eliminated one. Changed description of clone 'Kamakazi III' to 'Kamakazi III (superg hack)'.
- 0.133u1: Darran added clone Kamakazi III. hap switched Galaxian LFO sound to use the long-disabled NEW_LFO. It's not entirely fixed, but it's closer. Renamed (galaxiaj) to (galaxiana), (galmidw) to (galaxianm), (galmidwo) to (galaxianmo) and (galtaito) to (galaxiant).
- 6th June 2009: Smitdogg - Thanks to Darran we got Kamakazi III!
- 0.124u1: Changed Moon Alien Part 2 (moonal2), Moon Alien Part 2 (older version) (moonal2b) and Super GX (supergx) to Galaxian clones. Changed visible area to 224x768 and palettesize to 32 colors. Changed description of clones 'Galaxian (Midway)' to 'Galaxian (Midway set 1)', 'Galaxian (Midway, old rev)' to 'Galaxian (Midway set 2)', 'Super Galaxians' to 'Super Galaxians (galaxiaj hack)', 'Galaxian Part X' to 'Galaxian Part X (moonaln hack)', 'Space Invaders Galactica' to 'Space Invaders Galactica (galaxiaj hack)', 'Galaxian Part 4' to 'Galaxian Part 4 (hack)', 'Galaxian Turbo' to 'Galaxian Turbo (superg hack)', 'Swarm (hack of Galaxian)' to 'Swarm (bootleg?)' and 'Star Fighter (bootleg of Galaxian)' to 'Star Fighter'.
- 0.123u1: Stefan Lindberg added clone Galaxian (Taito).
- 0.119: David Haywood added clone Galaxian (bootleg). Changed description of clones 'Swarm' to 'Swarm (hack of Galaxian)' and 'Star Fighter' to 'Star Fighter (bootleg of Galaxian)'.
- 11th February 2007: Mr. Do - We have a bezel for Galaxian.
- 0.111u1: Atari Ace fixed 'Galaxian Test ROM' by adding extra ram (0xfffc, 0xffff).
- 2nd October 2006: f205v dumped Galaxian (bootleg).
- 0.104u8: Pierpaolo Prazzoli added clone Star Fighter.
- 19th March 2006: f205v dumped Star Fighter (Jeutel 1979).
- 0.88: MASH added clone Super GX.
- 0.85u1: Added 2nd player and dipswitches 'Cabinet', 'Service Mode' and 'Coinage'.
- 0.74u2: Mike O'Malley added 'Galaxian Test ROM' (19??) for region cpu1 ($0).
- 30th September 2003: Mike O'Malley submitted an addition of Space Invaders and Galaxian test ROMs.
- 0.68: David Haywood added clone Moon Alien.
- 25th April 2003: David Haywood added Moon Alien to the Galaxian driver.
- 12th December 2002: Zsolt Vasvari fixed the graphics in Galaxian that broke with the previous changes.
- 0.59: Added clone Galaxian (Midway, old rev). Added 'Unused SW 0-3' dipswitch.
- 0.55: Fixed starfield isn't moving in Galaxian.
- 1st June 2001: Zsolt Vasvari fixed the Galaxian / Scramble starfield graphics emulation.
- 0.37b12: New filtering code for the audio mixer. It is applied to audio streams generated at a sampling rate different from the sound card's one, improving quality. Some examples with a very audible difference are Galaxian.
- 0.37b11: Added clone Galaxian (Namco set 2). Changed parent description to 'Galaxian (Namco set 1)'. Removed Galaxian (bootleg).
- 0.37b3: Zsolt Vasvari added clone Zero Time (Petaco S.A. 1979).
- 23rd May 2000: Zsolt Vasvari added Zero Time to the driver.
- 26th February 2000: Michael Soderstrom fixed some Galaxian memory handling bugs.
- 12th December 1999: Quench fixed Galaxian and clones from crashing when run without sound.
- 0.36b11: Lee Taylor added clone Swarm (hack 1979). Juergen Buchmueller and Tatsuyuki Satoh improved emulation of the Galaxians sound subsystem. Samples are no longer used.
- 22nd November 1999: Lee Taylor added a Galaxian clone called Swarm and four Space Invaders clones.
- 31st May 1999: Zsolt Vasvari made the Galaxian/Scramble hardware games multi-session friendly.
- 29th April 1999: Nicola tweaked the Galaxian tone generator to fix the coin inserted sound.
- 0.35b9: Nicola Salmoria fixed the Galaxian-style starfield. Believe it or not, it had been broken since day 1.
- 0.35b7: Splitted 4k and 10k roms into 2k in Galaxian (Namco) and clones Space Invaders Galactica and Galaxian Part 4. Removed clone Galaxian (Namco, modified). Changed description of clone 'Galaxians (bootleg)' to 'Galaxian (bootleg)'.
- 0.35b5: Zsolt Vasvari added clone Galaxians (bootleg).
- 26th February 1999: Zsolt Vasvari has added several clones (for Smash TV, Galaxian, Rampage, Satan's Hollow, Bosconian).
- 0.35b2: Nicola Salmoria fixed (?) the title in clone Galaxian Part X.
- 10th January 1999: Malcor dumped Galaxian (Taito).
- 6th January 1999: Malcor dumped Super GX.
- 0.34b1: Added color prom galaxian.clr.
- 0.33b7: Changed description of clone 'Moon Alien Part 2 (alternate)' to 'Moon Alien Part 2 (older version)'.
- 0.33b5: Al Kossow added clones Moon Alien Part 2 (Nichibutsu 1980) and (alternate). Attempt at making the main Galaxian / Moon Cresta sound channel more accurate [Nicola Salmoria]. Known issues: Sound is not completely emulated.
- 0.31: Known issues: Bullet placement is not correct in cocktail mode. Changed description of clone 'Galaxian Part 1' to 'Space Invaders Galactica' and clone 'Super Galaxian' to 'Super Galaxians'.
- 13th April 1998: Malcor dumped Moon Alien Part 2 (older version).
- 0.29: Andrew Scott improved the Galaxian background hum, it also is no longer incorrectly played in Moon Cresta & others. In some games (e.g. Pacman, Galaxian, Rally X) the NumLock and CapsLock leds emulate the 1 Player/2 Players start lamps [Sean Gugler].
- 0.27: Andrew Scott and Robert R. Anschuetz II improved sound support in Galaxian and clones. The background noise is now emulated, while the shoot noise still requires a sample. These changes also affect other games using the same sound routines.
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Galaxian.
- 0.25: Robert Anschuetz provided infos about how to enable a shot sample with Moon Quasar, Moon Cresta, Galaxian and clones.
- 0.18: Nicola Salmoria added some lousy noise to Galaxian.
- 0.15: Nicola Salmoria added Galaxian (Namco). This version is known to be original, it has Namco copyright and the code is slightly different from the other Galaxian (which has Midway copyright). Renamed (galaxian) to (galmidw).
- 0.14: Nicola Salmoria added high score saving to Galaxian.
- 0.06: Star background in Galaxians & co [Nicola Salmoria]. The way I calculate it is probably not correct, anyway it looks reasonable.
- 0.05: Nicola Salmoria added 'Galaxian (Midway)' (Midway 1979) and clones Galaxian (Namco, modified), Super Galaxian, Galaxian Part X, Galaxian Part 1, Galaxian Part 4 and Galaxian Turbo. Game is playable with accurate colors and limited sound. Control: Arrows = Move around, CTRL = Fire and F2 = Test mode. There are so many clones here that I'm not even sure which is the "original" one. The dip switch menu might display wrong settings. Compiled from information provided by friends and Uncles on RGVAC. Info on Galaxians taken from Arcade Emulator by Robert Anschuetz. Known issues: Only one sound channel is emulated, and I'm not sure it's correct. No star background. What does dip switch 6 do?
- 4th January 1997: Malcor dumped Galaxian Part 4 (hack).
LEVELS: 255 (endless)
Other Emulators:
* CottAGE
* FB Alpha
* GalEMU
* HiVE
* JAE
* JEmu
* JEmu2
* Mimic
* Raine
* Retrocade
* Sparcade
* Tickle
* VAntAGE
Romset: 15 kb / 8 files / 9.92 zip
0.05 [Nicola Salmoria, Robert Anschuetz]
Artwork available
Bugs:
- The backround sound during gameplay is slow by about a factor of 2. dropdeadhippie (ID 00443)
WIP:
- 16th April 2011: Mr. Do - Thanks to Zorg for getting in contact with Etienne over at Dragon's Lair Fans. He scanned and vectored the Italian version of the Namco Galaxian bezel.
- 17th December 2010: Smitdogg - Darran dumped a bunch of early 80's bootlegs from New Zealand, mostly Galaxian and Galaga bootlegs and hacks.
- 12th December 2010: Smitdogg - Darran dumped an alt version of Galaxian Part X.
- 0.135: Luigi30 changed references to galaxiaj in game names to galaxiana. Changed description of clones 'Super Galaxians (galaxiaj hack)' to 'Super Galaxians (galaxiana hack)' and 'Space Invaders Galactica (galaxiaj hack)' to 'Space Invaders Galactica (galaxiana hack)'. Fixed unable to use normal coin slots (coin lockout) in clone Kamakazi III (superg hack).
- 0.133u3: Galaxian sound updates [Couriersud]: Moon Cresta and Galaxian now have their respective schematics emulated, i.e. Moon Cresta has a slightly different mixing stage. Cleaned up driver, added some section titles and comments, removed old code. Removed emu_timer, this was causing a stream of stream_updates only updating 3 samples. Replaced with discrete timer module DSS_TIMER now. Use DISCRETE_NOTE for pitch generation; it is more accurate (within the one ms where the pitch changes) and saves a node. Use DISCRETE_BITS_DECODE and save 2 nodes.
- 0.133u2: Created discrete sound emulation for galaxian [Couriersud]: Changed all audio related AM_WRITE to AM_DEV_WRITE. Moved discrete sound related pieces such as initialization into audio\galaxian.h. Split some memory maps into sound related and not sound related parts. Added possibility in discrete.h to select hardware (galaxian/moon cresta) at compile time. This leads to slightly different volume levels. Hit sound (explosion) has been hacked to increase volume. Currently, we can not accurately model the switch/opamp filter circuit. Rewrote timer code so that the pitch timer is only used when it produces audible results. Brian Troha fixed Kamakazi III's dipswitch setting (the same as superg) and relabeled it a superg hack. Also the dipswitch setting for the Taito license was the same as superg so I eliminated one. Changed description of clone 'Kamakazi III' to 'Kamakazi III (superg hack)'.
- 0.133u1: Darran added clone Kamakazi III. hap switched Galaxian LFO sound to use the long-disabled NEW_LFO. It's not entirely fixed, but it's closer. Renamed (galaxiaj) to (galaxiana), (galmidw) to (galaxianm), (galmidwo) to (galaxianmo) and (galtaito) to (galaxiant).
- 6th June 2009: Smitdogg - Thanks to Darran we got Kamakazi III!
- 0.124u1: Changed Moon Alien Part 2 (moonal2), Moon Alien Part 2 (older version) (moonal2b) and Super GX (supergx) to Galaxian clones. Changed visible area to 224x768 and palettesize to 32 colors. Changed description of clones 'Galaxian (Midway)' to 'Galaxian (Midway set 1)', 'Galaxian (Midway, old rev)' to 'Galaxian (Midway set 2)', 'Super Galaxians' to 'Super Galaxians (galaxiaj hack)', 'Galaxian Part X' to 'Galaxian Part X (moonaln hack)', 'Space Invaders Galactica' to 'Space Invaders Galactica (galaxiaj hack)', 'Galaxian Part 4' to 'Galaxian Part 4 (hack)', 'Galaxian Turbo' to 'Galaxian Turbo (superg hack)', 'Swarm (hack of Galaxian)' to 'Swarm (bootleg?)' and 'Star Fighter (bootleg of Galaxian)' to 'Star Fighter'.
- 0.123u1: Stefan Lindberg added clone Galaxian (Taito).
- 0.119: David Haywood added clone Galaxian (bootleg). Changed description of clones 'Swarm' to 'Swarm (hack of Galaxian)' and 'Star Fighter' to 'Star Fighter (bootleg of Galaxian)'.
- 11th February 2007: Mr. Do - We have a bezel for Galaxian.
- 0.111u1: Atari Ace fixed 'Galaxian Test ROM' by adding extra ram (0xfffc, 0xffff).
- 2nd October 2006: f205v dumped Galaxian (bootleg).
- 0.104u8: Pierpaolo Prazzoli added clone Star Fighter.
- 19th March 2006: f205v dumped Star Fighter (Jeutel 1979).
- 0.88: MASH added clone Super GX.
- 0.85u1: Added 2nd player and dipswitches 'Cabinet', 'Service Mode' and 'Coinage'.
- 0.74u2: Mike O'Malley added 'Galaxian Test ROM' (19??) for region cpu1 ($0).
- 30th September 2003: Mike O'Malley submitted an addition of Space Invaders and Galaxian test ROMs.
- 0.68: David Haywood added clone Moon Alien.
- 25th April 2003: David Haywood added Moon Alien to the Galaxian driver.
- 12th December 2002: Zsolt Vasvari fixed the graphics in Galaxian that broke with the previous changes.
- 0.59: Added clone Galaxian (Midway, old rev). Added 'Unused SW 0-3' dipswitch.
- 0.55: Fixed starfield isn't moving in Galaxian.
- 1st June 2001: Zsolt Vasvari fixed the Galaxian / Scramble starfield graphics emulation.
- 0.37b12: New filtering code for the audio mixer. It is applied to audio streams generated at a sampling rate different from the sound card's one, improving quality. Some examples with a very audible difference are Galaxian.
- 0.37b11: Added clone Galaxian (Namco set 2). Changed parent description to 'Galaxian (Namco set 1)'. Removed Galaxian (bootleg).
- 0.37b3: Zsolt Vasvari added clone Zero Time (Petaco S.A. 1979).
- 23rd May 2000: Zsolt Vasvari added Zero Time to the driver.
- 26th February 2000: Michael Soderstrom fixed some Galaxian memory handling bugs.
- 12th December 1999: Quench fixed Galaxian and clones from crashing when run without sound.
- 0.36b11: Lee Taylor added clone Swarm (hack 1979). Juergen Buchmueller and Tatsuyuki Satoh improved emulation of the Galaxians sound subsystem. Samples are no longer used.
- 22nd November 1999: Lee Taylor added a Galaxian clone called Swarm and four Space Invaders clones.
- 31st May 1999: Zsolt Vasvari made the Galaxian/Scramble hardware games multi-session friendly.
- 29th April 1999: Nicola tweaked the Galaxian tone generator to fix the coin inserted sound.
- 0.35b9: Nicola Salmoria fixed the Galaxian-style starfield. Believe it or not, it had been broken since day 1.
- 0.35b7: Splitted 4k and 10k roms into 2k in Galaxian (Namco) and clones Space Invaders Galactica and Galaxian Part 4. Removed clone Galaxian (Namco, modified). Changed description of clone 'Galaxians (bootleg)' to 'Galaxian (bootleg)'.
- 0.35b5: Zsolt Vasvari added clone Galaxians (bootleg).
- 26th February 1999: Zsolt Vasvari has added several clones (for Smash TV, Galaxian, Rampage, Satan's Hollow, Bosconian).
- 0.35b2: Nicola Salmoria fixed (?) the title in clone Galaxian Part X.
- 10th January 1999: Malcor dumped Galaxian (Taito).
- 6th January 1999: Malcor dumped Super GX.
- 0.34b1: Added color prom galaxian.clr.
- 0.33b7: Changed description of clone 'Moon Alien Part 2 (alternate)' to 'Moon Alien Part 2 (older version)'.
- 0.33b5: Al Kossow added clones Moon Alien Part 2 (Nichibutsu 1980) and (alternate). Attempt at making the main Galaxian / Moon Cresta sound channel more accurate [Nicola Salmoria]. Known issues: Sound is not completely emulated.
- 0.31: Known issues: Bullet placement is not correct in cocktail mode. Changed description of clone 'Galaxian Part 1' to 'Space Invaders Galactica' and clone 'Super Galaxian' to 'Super Galaxians'.
- 13th April 1998: Malcor dumped Moon Alien Part 2 (older version).
- 0.29: Andrew Scott improved the Galaxian background hum, it also is no longer incorrectly played in Moon Cresta & others. In some games (e.g. Pacman, Galaxian, Rally X) the NumLock and CapsLock leds emulate the 1 Player/2 Players start lamps [Sean Gugler].
- 0.27: Andrew Scott and Robert R. Anschuetz II improved sound support in Galaxian and clones. The background noise is now emulated, while the shoot noise still requires a sample. These changes also affect other games using the same sound routines.
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Galaxian.
- 0.25: Robert Anschuetz provided infos about how to enable a shot sample with Moon Quasar, Moon Cresta, Galaxian and clones.
- 0.18: Nicola Salmoria added some lousy noise to Galaxian.
- 0.15: Nicola Salmoria added Galaxian (Namco). This version is known to be original, it has Namco copyright and the code is slightly different from the other Galaxian (which has Midway copyright). Renamed (galaxian) to (galmidw).
- 0.14: Nicola Salmoria added high score saving to Galaxian.
- 0.06: Star background in Galaxians & co [Nicola Salmoria]. The way I calculate it is probably not correct, anyway it looks reasonable.
- 0.05: Nicola Salmoria added 'Galaxian (Midway)' (Midway 1979) and clones Galaxian (Namco, modified), Super Galaxian, Galaxian Part X, Galaxian Part 1, Galaxian Part 4 and Galaxian Turbo. Game is playable with accurate colors and limited sound. Control: Arrows = Move around, CTRL = Fire and F2 = Test mode. There are so many clones here that I'm not even sure which is the "original" one. The dip switch menu might display wrong settings. Compiled from information provided by friends and Uncles on RGVAC. Info on Galaxians taken from Arcade Emulator by Robert Anschuetz. Known issues: Only one sound channel is emulated, and I'm not sure it's correct. No star background. What does dip switch 6 do?
- 4th January 1997: Malcor dumped Galaxian Part 4 (hack).
LEVELS: 255 (endless)
Other Emulators:
* CottAGE
* FB Alpha
* GalEMU
* HiVE
* JAE
* JEmu
* JEmu2
* Mimic
* Raine
* Retrocade
* Sparcade
* Tickle
* VAntAGE
Romset: 15 kb / 8 files / 9.92 zip