Asteroids Deluxe (rev 1)
Asteroids Deluxe is a 1 or 2-player game with an X-Y or vector-generator monitor. The game depicts a third-person view of a player's spaceship battling to destroy asteroids, flying saucers and enemy ships or 'death stars' (shaped like clusters of triangles). When hit, the asteroids and death stars will break into progressively smaller pieces.
Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use.
Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects.
When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score.
In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points.
At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately).
The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object.
As an emergency maneuver, a player can press the Shields button. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power).
Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use.
Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects.
When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score.
In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points.
At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately).
The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object.
As an emergency maneuver, a player can press the Shields button. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power).
Télécharger Asteroids Deluxe (rev 1)
Contents of the ROM :
Technical
CPU
- maincpu M6502 (@ 1 Mhz)
- pokey POKEY (@ 1 Mhz)
Chipset
- DISCRETE
- POKEY (@ 1 Mhz)
Display
- Orientation Yoko
- Resolution 0 x 0
- Frequency 60 Hz
Controlers
- Number of players 1
- Number of buttons 5
Clones of Asteroids Deluxe (rev 1)
If you liked Asteroids Deluxe (rev 1)
You might Like:
Scoring for Asteroids Deluxe (rev 1)
Large Asteroids : 20 points
Medium Asteroids : 50 points
Small Asteroids : 100 points
'Death Star' (Hexagon Shaped Ship) aka 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points
Large Saucer : 200 points
Small Saucer : 1000 points
Medium Asteroids : 50 points
Small Asteroids : 100 points
'Death Star' (Hexagon Shaped Ship) aka 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points
Large Saucer : 200 points
Small Saucer : 1000 points
Tips on Asteroids Deluxe (rev 1)
* When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 5
Round 3 : 6
Round 4 : 7
Round 5 : 8
Round 6 and up : 9
Your job is to blast those rocks, however, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about six seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge.
6) After 60000 points, the accuracy of both UFO's goes up dramatically.
* The 'death stars' make their appearance in either the first or second wave :
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's).
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces.
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.
Round 1 : 4
Round 2 : 5
Round 3 : 6
Round 4 : 7
Round 5 : 8
Round 6 and up : 9
Your job is to blast those rocks, however, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about six seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge.
6) After 60000 points, the accuracy of both UFO's goes up dramatically.
* The 'death stars' make their appearance in either the first or second wave :
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's).
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces.
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.
Asteroids Deluxe (rev 1) and M.A.M.E.
0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
Artwork available
WIP:
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.133u1: Renamed (astdelu2) to (astdelux2) and (astdelu1) to (astdelux1).
- 0.132u3: Brian Troha fixed rom names in Asteroids Deluxe.
- 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.
- 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.
- 0.125u5: Fabio Priuli fixed unable to locate input port 'DSW' error.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node.
- 0.123u2: RansAckeR added DIP locations to Asteroids Deluxe.
- 12th February 2008: Mr. Do - After reading a post by boliver10 on the messageboard, I took another look at Asteroids Deluxe, which looked I just rushed the bezel out the door. I showed it some love last night, so it looks a lot better now.
- 0.121u3: Changed visible area to 1045x789.
- 0.115u1: Changed region proms to user1.
- 0.114u4: Aaron Giles fixed Asteroids controls to be buttons not joysticks.
- 11th February 2007: Mr. Do - FINALLY we have a truly correct bezel for Asteroids Deluxe (time to retire my hand-drawn one). Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.
- 25th September 2006: Mr. Do - Added bezel for Asteroids Deluxe, recreated from photographs.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU and POKEY sound clock speeds to 1512000 Hz and visible area to 1045x801. Added prom ($0 - DVG PROM).
- 0.108u1: Brian Troha improved documentation in the Asteroids driver.
- 0.107u4: Added clone Asteroids Deluxe (rev 1). Changed parent description to 'Asteroids Deluxe (rev 3)' and clone '(rev 1)' to 'Asteroids Deluxe (rev 2)'. Renamed (astdelu1) to (astdelu2).
- 9th August 2006: Mr. Do - A few adjustments to Asteroids Deluxe artwork.
- 4th August 2006: Mr. Do - Converted Asteroids Deluxe artwork from MAME.net.
- 0.106u6: Updated Asteroids Deluxe built-in overlay for the new render system.
- 0.92: Highwayman added prom ($0 - state).
- 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound.
- 0.66: Derrick Renaud fixed thrust sound in Asteroids Deluxe.
- 3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.
- 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.
- 0.58: Changed palettesize from 33024 to 32768 colors. Fixed Asteroids Deluxe using the bzone artwork.
- 19th October 2001: Mathis Rosenhauer fixed a copyrozbitmap bug which affected Asteroids Deluxe when using artwork and rotated screen.
- 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.
- 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.
- 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.
- 7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.
- 0.37b3: Changed palettesize from 256 to 33024 colors.
- 0.36RC1: Added Custom sound. Samples are no longer needed in Asteroids [Juergen Buchmueller].
- 16th February 2000: Juergen Buchmueller fixed Asteroids Deluxe explosion sound.
- 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids (Samples are no longer needed in Stratovox, Battle Zone, Red Baron, Asteroids and Asteroids Deluxe).
- 6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.
- 0.35b3: Julian Eggebrecht added clone Asteroids Deluxe (rev 1).
- 0.34b8: Peter Hirschberg and Mathis Rosenhauer added artwork support to Asteroid Deluxe.
- 0.33b7: Changed description to 'Asteroids Deluxe (rev 2)' and clone ' (alternate version)' to '(rev 1)'. Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.27: Added Asteroids Deluxe (alternate version).
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Asteroids Deluxe (Atari 1980). Game is playable with accurate colors and sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Shields.
- 21st March 1993: Dumped Asteroids Deluxe (rev 3).
LEVELS: 1 (endless)
Other Emulators:
* AAE
* HiVE
* JAE
* Retrocade
Romset: 13 kb / 7 files / 10.5 zip
Artwork available
WIP:
- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern pokey device.
- 0.133u1: Renamed (astdelu2) to (astdelux2) and (astdelu1) to (astdelux1).
- 0.132u3: Brian Troha fixed rom names in Asteroids Deluxe.
- 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.
- 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.
- 0.125u5: Fabio Priuli fixed unable to locate input port 'DSW' error.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node.
- 0.123u2: RansAckeR added DIP locations to Asteroids Deluxe.
- 12th February 2008: Mr. Do - After reading a post by boliver10 on the messageboard, I took another look at Asteroids Deluxe, which looked I just rushed the bezel out the door. I showed it some love last night, so it looks a lot better now.
- 0.121u3: Changed visible area to 1045x789.
- 0.115u1: Changed region proms to user1.
- 0.114u4: Aaron Giles fixed Asteroids controls to be buttons not joysticks.
- 11th February 2007: Mr. Do - FINALLY we have a truly correct bezel for Asteroids Deluxe (time to retire my hand-drawn one). Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.
- 25th September 2006: Mr. Do - Added bezel for Asteroids Deluxe, recreated from photographs.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU and POKEY sound clock speeds to 1512000 Hz and visible area to 1045x801. Added prom ($0 - DVG PROM).
- 0.108u1: Brian Troha improved documentation in the Asteroids driver.
- 0.107u4: Added clone Asteroids Deluxe (rev 1). Changed parent description to 'Asteroids Deluxe (rev 3)' and clone '(rev 1)' to 'Asteroids Deluxe (rev 2)'. Renamed (astdelu1) to (astdelu2).
- 9th August 2006: Mr. Do - A few adjustments to Asteroids Deluxe artwork.
- 4th August 2006: Mr. Do - Converted Asteroids Deluxe artwork from MAME.net.
- 0.106u6: Updated Asteroids Deluxe built-in overlay for the new render system.
- 0.92: Highwayman added prom ($0 - state).
- 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound.
- 0.66: Derrick Renaud fixed thrust sound in Asteroids Deluxe.
- 3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.
- 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.
- 0.58: Changed palettesize from 33024 to 32768 colors. Fixed Asteroids Deluxe using the bzone artwork.
- 19th October 2001: Mathis Rosenhauer fixed a copyrozbitmap bug which affected Asteroids Deluxe when using artwork and rotated screen.
- 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.
- 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.
- 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.
- 7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.
- 0.37b3: Changed palettesize from 256 to 33024 colors.
- 0.36RC1: Added Custom sound. Samples are no longer needed in Asteroids [Juergen Buchmueller].
- 16th February 2000: Juergen Buchmueller fixed Asteroids Deluxe explosion sound.
- 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids (Samples are no longer needed in Stratovox, Battle Zone, Red Baron, Asteroids and Asteroids Deluxe).
- 6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.
- 0.35b3: Julian Eggebrecht added clone Asteroids Deluxe (rev 1).
- 0.34b8: Peter Hirschberg and Mathis Rosenhauer added artwork support to Asteroid Deluxe.
- 0.33b7: Changed description to 'Asteroids Deluxe (rev 2)' and clone ' (alternate version)' to '(rev 1)'. Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.27: Added Asteroids Deluxe (alternate version).
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Asteroids Deluxe (Atari 1980). Game is playable with accurate colors and sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Shields.
- 21st March 1993: Dumped Asteroids Deluxe (rev 3).
LEVELS: 1 (endless)
Other Emulators:
* AAE
* HiVE
* JAE
* Retrocade
Romset: 13 kb / 7 files / 10.5 zip