Ikari Warriors (US JAMMA)
SNK's answer to Capcom's 'Commando', released a year earlier, one or two players take on the role of a "Rambo-esque" soldier as they fight on land and water to reach the village of Ikari. most of the action takes place on foot, although players will occasionally stumble across unoccupied enemy tanks which can be entered and driven. Standing between the players and their destination are a multitude of enemy soldiers, tanks, helicopters and static gun emplacements.
Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are deletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost.
Unlike Capcom's 'Commando', Ikari Warriors features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls.
Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are deletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistance to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost.
Unlike Capcom's 'Commando', Ikari Warriors features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls.
Télécharger Ikari Warriors (US JAMMA)
Contents of the ROM :
Technical
CPU
- maincpu Z80 (@ 3 Mhz)
- sub Z80 (@ 3 Mhz)
- audiocpu Z80 (@ 4 Mhz)
Chipset
- YM3526 (@ 4 Mhz)
- YM3526 (@ 4 Mhz)
Display
- Orientation Tate
- Resolution 255 x 216
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler
- joy (8 ways)
- joy (8 ways)
Clones of Ikari Warriors (US JAMMA)
If you liked Ikari Warriors (US JAMMA)
You might Like:
- Borderline
- Caliber 50
- Commando (Sega)
- Desert Breaker (World, FD1094 317-0196)
- Field Combat
- Front Line
- Gain Ground (World, 3 Players, Floppy Based, FD1094 317-0058-03d Rev A)
- Guerrilla War (US)
- Gulf Storm (set 1)
- Gundhara
- Heavy Barrel (US)
- Ikari III - The Rescue (World, 8-Way Joystick)
- Jackal (World)
- Mercs (World 900302)
- Mighty Guy
- Ninja Commando
- Rescue Raider (stand-alone)
- Shock Troopers (set 1)
- Shock Troopers - 2nd Squad
- Thunder Zone (World, Rev 1)
- Time Soldiers (US Rev 3)
- Total Carnage (rev LA1 03/10/92)
Tips on Ikari Warriors (US JAMMA)
* When driving a tank, try to avoid upgrading from cannonballs to missiles. Cannonballs explode as supergrenades, making it easier to hit gates and squadrons of men. Missiles, unfortunately, only take out one obstacle and will explode upon reaching their maximum range, which is rarely where you'd like the explosions to be.
* There are times when incoming missile triggers are impossible to avoid in the tank. A bug in the machine maximizes the number of explosions that can be onscreen at one time. When you MUST run over a trigger, fire off three shots rapidly timed to explode when the missile lands. With luck, the computer will be unable to generate the explosion and you and your tank can continue.
* There are times when incoming missile triggers are impossible to avoid in the tank. A bug in the machine maximizes the number of explosions that can be onscreen at one time. When you MUST run over a trigger, fire off three shots rapidly timed to explode when the missile lands. With luck, the computer will be unable to generate the explosion and you and your tank can continue.
Ikari Warriors (US JAMMA) and M.A.M.E.
0.35b2 [Jarek Parchanski]
Artwork available
SERVICE MODE:
- To enter service mode hold P1 Start during ROM test.
WIP:
- 29th January 2012: Mr. Do - Tapule did a real nice cleanup on the artwork for Ikari Warriors; bezel has been replaced, and marquee and control panel added (all scans originally from the BYOAC / CAG artwork).
- 0.127u7: Stephane Humbert checked inputs and dipswitches via Z80 code analysis for Ikari Warriors and clones. Changed description of clone 'Ikari (Japan)' to 'Ikari (Japan No Continues)'.
- 0.127u4: Nicola Salmoria fixed clones Ikari (Japan) and Ikari (Joystick hack bootleg), test screen now required to be cycled to enter game.
- 0.127u2: Nicola Salmoria added another Ikari Warriors (US) clone. Changed description of clone 'Ikari Warriors (US)' to 'Ikari Warriors (US No Continues)'. Renamed (ikaria) to (ikarinc). Ikari Warriors (US JAMMA) is the JAMMA board, with conitnues. Ikari Warriors (US) is the non-JAMMA board, with continues. Ikari Warriors (US) is the non-JAMMA board, without continues.
- 0.127u1: Corrado Tomaselli added clone Ikari Warriors (US). SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Removed ROM patches, simulated "hard flags" behaviour, oroper memory maps, fixed color test in clone (Japan). fixed inputs and added DIP locations etc. Removed NO_COCKTAIL flag since the game don't have a flip screen dipswitch. This fixes the title and high score screen do not have a black background, as MAME displays. Changed parent description to 'Ikari Warriors (US JAMMA)' and clone '(Japan bootleg)' to '(Joystick hack bootleg)'.
- 26th August 2008: Corrado Tomaselli dumped Ikari Warriors (US No Continues).
- 0.122u5: Corrado Tomaselli changed/verified frequencies in Ikari Warriors h/w. Changed Z80 CPU1/2 clock speeds to 3350000 Hz.
- 15th July 2007: Mr. Do - We have a Ikari Warriors bezel courtesy of the BYOAC/CAG artwork, this version is more complete than the previous version.
- 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for Ikari type rotary controlsf. This makes rotary controls easy to enter without custom handlers.
- 12th November 2006: Mr. Do - We have Ikari Warriors (still need to get the full bezel), thanks to scans by Aaron Giles and cleanup by Ad_Enuff.
- 26th August 2006: Mr. Do - Added Ikari Warriors bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.106u12: MASH added plds ($0, 200, 400, 600 - ampal16r6a-a5004.1, pal20l8a-a5004.2, ampal16l8a-a5004.3 and ampal16l8a-a5004.4) to Ikari (Japan).
- 0.67: Changed description of clones 'Ikari Warriors (Japan)' to 'Ikari (Japan)' and 'Ikari Warriors (Japan bootleg)' to 'Ikari (Japan bootleg)'.
- 0.53: David Haywood added real shadows in some SNK games (Ikari Warriors, Victory Road, etc.).
- 0.36b13: Fixed sound in many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.) [wwtk@mail.com].
- 26th December 1999: wwtk@mail.com and Matthew Conte fixes made some fixes to SNK games sound.
- 0.35b3: Added new gfx rom ik7.
- 0.35: Added 'P1 & P2 Fire Buttons' dipswitch.
- 27th June 1999: Nicola fixed player 2 buttons in Ikari Warriors and Victory Road.
- 0.35b13: Fixed gfx1 rom ($0).
- 0.35b8: Changed visible area to 216x288.
- 0.35b4: Added ADPCM sound. Changed input to dial and palettesize from 512 to 1024 colors.
- 0.35b3: Added new gfx1 rom (characters).
- 0.35b2: Jarek Parchanski added Ikari Warriors (US) (SNK 1986) and clones (Japan) and (Japan bootleg).
LEVELS: 1
Romset: 627 kb / 20 files / 180.7 zip
Artwork available
SERVICE MODE:
- To enter service mode hold P1 Start during ROM test.
WIP:
- 29th January 2012: Mr. Do - Tapule did a real nice cleanup on the artwork for Ikari Warriors; bezel has been replaced, and marquee and control panel added (all scans originally from the BYOAC / CAG artwork).
- 0.127u7: Stephane Humbert checked inputs and dipswitches via Z80 code analysis for Ikari Warriors and clones. Changed description of clone 'Ikari (Japan)' to 'Ikari (Japan No Continues)'.
- 0.127u4: Nicola Salmoria fixed clones Ikari (Japan) and Ikari (Joystick hack bootleg), test screen now required to be cycled to enter game.
- 0.127u2: Nicola Salmoria added another Ikari Warriors (US) clone. Changed description of clone 'Ikari Warriors (US)' to 'Ikari Warriors (US No Continues)'. Renamed (ikaria) to (ikarinc). Ikari Warriors (US JAMMA) is the JAMMA board, with conitnues. Ikari Warriors (US) is the non-JAMMA board, with continues. Ikari Warriors (US) is the non-JAMMA board, without continues.
- 0.127u1: Corrado Tomaselli added clone Ikari Warriors (US). SNK rewrite [Nicola Salmoria]: Fixed sprite-sprite priorities. Removed ROM patches, simulated "hard flags" behaviour, oroper memory maps, fixed color test in clone (Japan). fixed inputs and added DIP locations etc. Removed NO_COCKTAIL flag since the game don't have a flip screen dipswitch. This fixes the title and high score screen do not have a black background, as MAME displays. Changed parent description to 'Ikari Warriors (US JAMMA)' and clone '(Japan bootleg)' to '(Joystick hack bootleg)'.
- 26th August 2008: Corrado Tomaselli dumped Ikari Warriors (US No Continues).
- 0.122u5: Corrado Tomaselli changed/verified frequencies in Ikari Warriors h/w. Changed Z80 CPU1/2 clock speeds to 3350000 Hz.
- 15th July 2007: Mr. Do - We have a Ikari Warriors bezel courtesy of the BYOAC/CAG artwork, this version is more complete than the previous version.
- 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for Ikari type rotary controlsf. This makes rotary controls easy to enter without custom handlers.
- 12th November 2006: Mr. Do - We have Ikari Warriors (still need to get the full bezel), thanks to scans by Aaron Giles and cleanup by Ad_Enuff.
- 26th August 2006: Mr. Do - Added Ikari Warriors bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.106u12: MASH added plds ($0, 200, 400, 600 - ampal16r6a-a5004.1, pal20l8a-a5004.2, ampal16l8a-a5004.3 and ampal16l8a-a5004.4) to Ikari (Japan).
- 0.67: Changed description of clones 'Ikari Warriors (Japan)' to 'Ikari (Japan)' and 'Ikari Warriors (Japan bootleg)' to 'Ikari (Japan bootleg)'.
- 0.53: David Haywood added real shadows in some SNK games (Ikari Warriors, Victory Road, etc.).
- 0.36b13: Fixed sound in many SNK 8-bit games (Guerilla War, Psycho Soldier, Ikari Warriors, etc.) [wwtk@mail.com].
- 26th December 1999: wwtk@mail.com and Matthew Conte fixes made some fixes to SNK games sound.
- 0.35b3: Added new gfx rom ik7.
- 0.35: Added 'P1 & P2 Fire Buttons' dipswitch.
- 27th June 1999: Nicola fixed player 2 buttons in Ikari Warriors and Victory Road.
- 0.35b13: Fixed gfx1 rom ($0).
- 0.35b8: Changed visible area to 216x288.
- 0.35b4: Added ADPCM sound. Changed input to dial and palettesize from 512 to 1024 colors.
- 0.35b3: Added new gfx1 rom (characters).
- 0.35b2: Jarek Parchanski added Ikari Warriors (US) (SNK 1986) and clones (Japan) and (Japan bootleg).
LEVELS: 1
Romset: 627 kb / 20 files / 180.7 zip