Rally X

Arcade 1980 Namco Maze Driving
In Rally-X, the player drives a car around a maze picking up all of the yellow flags, of which there are 10, before the car's fuel runs out. The game-play has a similar feel to another Namco legend, "Pac-Man"; although in Rally-X's mazes are much larger and, with each maze having only 10 flags to collect, is more sparsely populated than Namco's pill-eating legend.

In-game opponents consist of red enemy cars that try to ram into and destroy the player's car, a problem compounded by the fact that enemy cars are faster than the player's. A smoke screen can be activated which trails behind the player's car and causes any pursuing enemies to crash. Each maze also has rock formations which, if crashed into, will result in the loss of a player car. A radar display to the right hand side of the playing area shows the positions of both the flags, and the enemy vehicles.
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Rally X

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Technical

CPU
  • maincpu Z80 (@ 3 Mhz)
Chipset
  • Namco (@ 0 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 60.60606 Hz
Controlers
  • Number of players 2
  • Number of buttons 1
  • Kind of controler joy (4 ways)

Rally X Screenshots

Rally X - Screen 1
Rally X - Screen 2
Rally X - Screen 3
Rally X - Screen 4
Rally X - Screen 5

Clones of Rally X

Scoring for Rally X

Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points (If you lose a life, the points awarded will reset to 100 when you restart).

Collecting the special flag : Doubles points for the special flag and all flags collected thereafter until you clear the round or lose a life. If you clear the entire round without losing a single life, the tenth flag is always worth 2,000 points because it is guaranteed that at some point, you have collected the special flag. However, losing a life will cancel out the special flag's scoring effect when you restart.

End of stage bonus : Points for remaining fuel

Tips on Rally X

* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.

* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, red dots represent the enemy cars, and the dot flashing black and gray represent you.

* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.

* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.

* Challenging stages occur before each maze change, which occurs each time the round number is a multiple of four (the challenging stages occur on the third, seventh, and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.

* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.

Rally X and M.A.M.E.

0.35b8 [Yasuhiro Ogawa]
0.06 [Nicola Salmoria]

Artwork available
Samples required

WIP:
- 0.134u2: Team Japump added clone Rally X. Changed description to 'Rally X (32k Ver.?)'. Fixed rom names.
- 28th July 2009: Mr. Do - Kiltron got busy this summer and recently cranked out Rally X cocktail artwork, from the BYOAC/CAG artwork.
- 0.126u4: Fixed rom names.
- 0.123u1: Zsolt Vasvari removed color tables from Rally X driver. Added RESNET color computations where appropriate. Changed palettesize to 260 colors.
- 4th February 2007: Mr. Do - This week brings us Rally X (and New Rally X) bezels thanks to Vintage Arcade Superstore and vectorization by Jcroach.
- 0.93: Added clock parameter to Namco sound (96000 Hz).
- 0.85u1: Inigo Luja added conditional dipswitches in Rally X (the bonus score depends on the number of lives).
- 0.79u1: Nicola Salmoria documented the Easter egg in Rally X. Removed 3rd coin slot.
- 0.78u1: Added proms ($120, 140 - vertical sync (not used)).
- 1st January 2003: Stefan Jokisch added PROMs to Rally X.
- 0.37b12: Changed VSync to 60.606060Hz.
- 0.36b15: Added sound1 prom ($100 - timing).
- 21st October 1999: Zsolt Vasvari fixed Rally X sprites and added coin cointer / lockout.
- 0.36b1: Added gfx2 rom im5623.8m.
- 10th July 1999: Nicola made a major improvement to Bosconian, Commando (Sega), Rally-X and the rest, adding a missing character PROM.
- 0.35b8: Yasuhiro Ogawa added Rally X (Namco). Renamed (rallyx) to (rallyxm).
- 0.35b1: Larry Bank added a kludge to avoid leftover sprites in Rally-X.
- 0.34b1: Added sound and color proms ($0, 20).
- 0.31: Gary Walton and Simon Walls added accurate colors to Rally X. Known issues: Graphics placement in cocktail mode is not perfect.
- 0.29: Colors are still wrong in Rally X until we find the color PROMs. Sound should finally be correct, both in Rally X and New Rally X [Nicola Salmoria]. Valerio Verrando added high score saving to Rally X. In some games (e.g. Pacman, Galaxian, Rally X) the NumLock and CapsLock leds emulate the 1 Player/2 Players start lamps [Sean Gugler].
- 0.28: Mirko Buffoni added explosions to Rally X, using a sample.
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in RallyX.
- 0.22: Nicola Salmoria added cars in radar update of RallyX. Known issues: Sprites are not turned off appropriately. Cars are now displayed on the radar screen, but right color mapping must be done. I don't know if I reproduced the layout of the screen correctly.
- 0.19: Added partial sound support to RallyX (no explosions yet). Thankx to Ron Fries.
- 0.15: Brad Oliver deserves a prize for being the person who, alone, has discovered more bugs than everyone else put together. This time the bug was illegal memory acesses in games using 224x288 and 288x224 modes (Pengo, Pac Man, Rally X).
- 0.12: Valerio Verrando provided 288x224 video modes to be used with Rally X. WARNING: These video modes might be unstable (the noscanlines one hangs my system). Any help to make them better would be appreciated. As usual, if the default mode doesn't work on your system, try -noscanlines. If that doesn't work as well, use -vesa. Sometimes interrupt requests happen while interrupts are disabled [Nicola Salmoria]. Until now I just ignored them, but some games need them to be processed as soon as interrupts are reenabled. Rally X is an example of such a game. The Z80 engine has provision to do that, but it would make writing a driver more complex (need to find the interrupt acknowledge register) so I slightly modified the engine to automatically cache an interrupt request and execute it as soon as interrupts are enabled. Known issues: Sprites are not turned off appropriately. Cars are not displayed on the radar screen. I don't know if I reproduced the layout of the screen coreectly [Nicola Salmoria]. I finally found out what was causing slowdowns in Rally X and Bagman. It was an interrupt related issue (see later). I hope I didn't break a dozen of other games to fix this.
- 0.06: Nicola Salmoria added Rally X (Namco 1980). Game is playable (slowdowns) with wrong colors and no sound. Control: Arrows = Move around, CTRL = Smoke and F2 = Test. Known issues: Graphic glitches, slowdowns and small screen.

LEVELS: 15 (endless)

Other Emulators:
* FB Alpha
* HiVE
* Mimic

Romset: 22 kb / 12 files / 13.3 zip
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