Sky Kid (CUS60 version)
Sky Kid is a 2-D, scrolling shooter type of game. You play as the character Sky Kid. Sky Kid flies around in a bi-plane and is assigned specific targets during the missions. These missions involved bombing specific targets. This would seem easy, however, there are a few obstacles Sky Kid must overcome to get to the target safely. First, the bi-plane is not equipped with the bomb. Sky Kid must pick up the bomb en route to the target. Second, there are both ground and air units that attempt to keep Sky Kid from accomplishing his mission. Last, Sky Kid may have to navigate through some very inhospitable terrain or navigate around cities in order to get to the target. The targets that Sky Kid must bomb will either be a fortress complex or a ship. As one moves farther up in the missions, it isn't uncommon to have multiple targets in one mission. Perhaps barnstorming would have been a better idea.
Télécharger Sky Kid (CUS60 version)
Contents of the ROM :
Technical
CPU
- maincpu M6809 (@ 1 Mhz)
- mcu HD63701 (@ 6 Mhz)
Chipset
- Namco CUS30 (@ 0 Mhz)
Display
- Orientation Yoko
- Resolution 255 x 224
- Frequency 60.60606 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler joy (8 ways)
Clones of Sky Kid (CUS60 version)
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Scoring for Sky Kid (CUS60 version)
Scoring in this game is kind of complicated. You get points for destroying air and ground targets. You then get additional points for how many of these types of targets you destroyed. In addition, you get points based on how much of the target you destroyed.
* Ground Targets :
Truck : 100 points
Tank : 200 points
AA Gun : 100 points
* Sea Targets :
AA Boat : 100 points
Submarine : 100 points
* Air Targets :
Planes : 100 points
Balloon : 100 points
Bomber : 100 points
Bomb : 100 points
* Bomb Hits :
Direct hit, target totally destroyed : 1000 points
Indirect hit, target partially destroyed : 500 points
You will receive a bonus after you land. This bonus depends on how many of each type of the above targets you destroyed. It is listed in the order of :
Ground and Sea Units
Air Units
Mission Target or Targets
For the first two items, the scoring is:
Units Destroyed : 10-19 - 1000 Points
Units Destroyed : 20-29 - 3000 Points
Units Destroyed : 30-39 - 5000 Points
Units Destroyed : 40-49 - 10000 Points
Units Destroyed : 50 and UP - 20000 Points
In regard to targets, bonus points are scored on whether you totally destroy or partially destroy the target or targets.
Partial Destruction : 2000 points
Total Destruction : 10000 points
You will also get 10 points per second that you are in the air.
* Ground Targets :
Truck : 100 points
Tank : 200 points
AA Gun : 100 points
* Sea Targets :
AA Boat : 100 points
Submarine : 100 points
* Air Targets :
Planes : 100 points
Balloon : 100 points
Bomber : 100 points
Bomb : 100 points
* Bomb Hits :
Direct hit, target totally destroyed : 1000 points
Indirect hit, target partially destroyed : 500 points
You will receive a bonus after you land. This bonus depends on how many of each type of the above targets you destroyed. It is listed in the order of :
Ground and Sea Units
Air Units
Mission Target or Targets
For the first two items, the scoring is:
Units Destroyed : 10-19 - 1000 Points
Units Destroyed : 20-29 - 3000 Points
Units Destroyed : 30-39 - 5000 Points
Units Destroyed : 40-49 - 10000 Points
Units Destroyed : 50 and UP - 20000 Points
In regard to targets, bonus points are scored on whether you totally destroy or partially destroy the target or targets.
Partial Destruction : 2000 points
Total Destruction : 10000 points
You will also get 10 points per second that you are in the air.
Tips on Sky Kid (CUS60 version)
* When you start the game, Sky Kid will be at his airfield in the lower right of the game screen. When the mission starts, you will take off from that airfield. Keep in mind, this is a scrolling game. This means you can go no faster then the left side and no slower then the right side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.
* Remember the controls on this game are not ''reversed''. This means that this isn't like a normal plane where pushing up causes the plane to dive and pushing down causes the plane to rise. Instead, the directions of the joystick will be the direction of the plane.
* Everything that isn't air is hazardous to Sky Kid's plane. This means don't go flying through the forests, cities, or billboards or you will have one less plane.
* Ground units (except trucks) attack in two manners :
a) The tanks just throw up a wave of bullets toward your plane. They aren't very precise but sometimes the volume is enough to knock your plane out of the sky.
b) The anti-aircraft guns fire what is called a ''proximity'' fuzed shell. These types of shells don't have to directly hit the plane to be lethal. Instead, they explode at a pre-set altitude and throw shrapnel in different directions. If Sky Kid's plane gets caught by any of this shrapnel, the plane is lost.
* The sea units also attack in two manners :
a) The anti-aircraft boats throw the 'proximity' fuzed shell.
b) Submarines throw up a wave of bullets then rapidly submerge.
* Enemy fighters will appear both from in front of and also behind Sky Kid. This basically means that ''hugging'' the left or right side of the screen is a bad thing since a collision is highly probable.
* Enemy fighters also seem to sense when Sky Kid's gunsights are locked on them. The enemy planes will do a loop and end up going in the opposite direction over Sky Kid. Keep this in mind when shooting at them since this could cause a collision.
* Just because Sky Kid's plane has been shot full of holes doesn't mean that all is lost. Once your plane has been shot, rapidly press the loop button and you may recover out of the shoot down. Of course, you need to do this right after you have been shot or it won't work.
* When Sky Kid is performing a loop, enemy units cannot hit him with fire. Of course, the disadvantage is that it puts Sky Kid at a higher altitude and it also may place him right in the way of an enemy air unit.
* During the first few missions, the bomb is relatively easy to get. As the missions progress, however, the bomb gets harder to retrieve. Sometimes it will be in a little spot between two trees or it may be at the bottom of a deep valley. Adjust speed and direction accordingly.
* Before you get to the bomb, a prompt 'GET THE BOMB' will appear on the screen a couple of seconds before the bomb gets into view.
* In order to fully destroy a target, you must plant your bomb right in the middle of it. You will know you have scored a direct hit because the target will explode and then sink.
* Speaking of targets, they are usually heavily defended. Not just by the outside units, but also by the volume of fire they can throw skyward to shoot down your plane.
* When you are approaching your airfield to land, make sure that you aren't in one of your enemy's gunsights. Enemy units sometimes will fire on you until you get on the runway. Nothing like almost getting to the airfield only to get shot down.
* As the missions progress, the distances also get longer. You will know how far you are when the prompt 'HALFWAY POINT' shows up on the screen. If you get shot down before the halfway point, you start from the airfield. If it is after the halfway point, you start from the halfway point.
* If you shoot the dancing girls around the airfield when you are coming in, they turn into pink flowers. Not worth any points but I guess a great way to line up your gunsights.
* If you overshoot the runway, you will run out of fuel and crash. You still, though, get the extra bonuses but you lose a plane in the process.
* Make sure you watch the terrain at all times. Sometimes mountains, billboards, cities, etc. will appear at the worst possible times. Of course, you can also use these to your advantage since enemy air units also get destroyed by these features
* Remember the controls on this game are not ''reversed''. This means that this isn't like a normal plane where pushing up causes the plane to dive and pushing down causes the plane to rise. Instead, the directions of the joystick will be the direction of the plane.
* Everything that isn't air is hazardous to Sky Kid's plane. This means don't go flying through the forests, cities, or billboards or you will have one less plane.
* Ground units (except trucks) attack in two manners :
a) The tanks just throw up a wave of bullets toward your plane. They aren't very precise but sometimes the volume is enough to knock your plane out of the sky.
b) The anti-aircraft guns fire what is called a ''proximity'' fuzed shell. These types of shells don't have to directly hit the plane to be lethal. Instead, they explode at a pre-set altitude and throw shrapnel in different directions. If Sky Kid's plane gets caught by any of this shrapnel, the plane is lost.
* The sea units also attack in two manners :
a) The anti-aircraft boats throw the 'proximity' fuzed shell.
b) Submarines throw up a wave of bullets then rapidly submerge.
* Enemy fighters will appear both from in front of and also behind Sky Kid. This basically means that ''hugging'' the left or right side of the screen is a bad thing since a collision is highly probable.
* Enemy fighters also seem to sense when Sky Kid's gunsights are locked on them. The enemy planes will do a loop and end up going in the opposite direction over Sky Kid. Keep this in mind when shooting at them since this could cause a collision.
* Just because Sky Kid's plane has been shot full of holes doesn't mean that all is lost. Once your plane has been shot, rapidly press the loop button and you may recover out of the shoot down. Of course, you need to do this right after you have been shot or it won't work.
* When Sky Kid is performing a loop, enemy units cannot hit him with fire. Of course, the disadvantage is that it puts Sky Kid at a higher altitude and it also may place him right in the way of an enemy air unit.
* During the first few missions, the bomb is relatively easy to get. As the missions progress, however, the bomb gets harder to retrieve. Sometimes it will be in a little spot between two trees or it may be at the bottom of a deep valley. Adjust speed and direction accordingly.
* Before you get to the bomb, a prompt 'GET THE BOMB' will appear on the screen a couple of seconds before the bomb gets into view.
* In order to fully destroy a target, you must plant your bomb right in the middle of it. You will know you have scored a direct hit because the target will explode and then sink.
* Speaking of targets, they are usually heavily defended. Not just by the outside units, but also by the volume of fire they can throw skyward to shoot down your plane.
* When you are approaching your airfield to land, make sure that you aren't in one of your enemy's gunsights. Enemy units sometimes will fire on you until you get on the runway. Nothing like almost getting to the airfield only to get shot down.
* As the missions progress, the distances also get longer. You will know how far you are when the prompt 'HALFWAY POINT' shows up on the screen. If you get shot down before the halfway point, you start from the airfield. If it is after the halfway point, you start from the halfway point.
* If you shoot the dancing girls around the airfield when you are coming in, they turn into pink flowers. Not worth any points but I guess a great way to line up your gunsights.
* If you overshoot the runway, you will run out of fuel and crash. You still, though, get the extra bonuses but you lose a plane in the process.
* Make sure you watch the terrain at all times. Sometimes mountains, billboards, cities, etc. will appear at the worst possible times. Of course, you can also use these to your advantage since enemy air units also get destroyed by these features
Sky Kid (CUS60 version) and M.A.M.E.
0.36b11 [Manuel Abadia]
0.35b11 [?]
WIP:
- 0.143: Wilbert Pol fixed immediate crash while using -DEBUG in SkyKid driver.
- 0.139u1: Atari Ace removed global variables from NAMCO sound core.
- 0.130u3: Kanikani added DIP locations to SkyKid driver.
- 0.123u1: Zsolt Vasvari removed color tables from Sky Kid. Added RESNET color computations where appropriate. Changed palettesize to 1280 colors. Changed description to 'Sky Kid (new version)' and clones '(Old Ver.)' to '(old version)', '(CUS60 Ver.)' to '(CUS60 version)' and '(Manufactured by Sipem)' to '(Sipem)'.
- 0.122u7: Changed HD63701 CPU2 clock speed to 6144000 Hz.
- 0.121u2: Corrado Tomaselli added clone Sky Kid (Manufactured by Sipem). No license text is displayed but the PCB was licensed by Namco for production by Sipem (formerly Sidam) with Namco supplying the Custom chips (MCU etc.). The level select is handled in a much more user-friendly way in this set and the dip for it is inverted (although this is displayed incorrectly in the test mode). Renamed dipswitch 'Round Select' to 'Round Skip'.
- 18th November 2007: Corrado Tomaselli dumped Sky Kid (Sipem).
- 0.120u2: Mike Haaland added save state support to Sky Kid.
- 0.107u3: Properly documented and connected the CUS63 MCU code to Sky Kid (New Ver.) and CUS60 to clone Sky Kid (CUS60 Ver.) [Brian Troha]. Fixed rom names. Changed description of clone 'Sky Kid (60A1 Ver.)' to 'Sky Kid (CUS60 Ver.)'.
- 0.96u1: Brian Troha fixed dipswitches in Sky Kid. Added 'Allow Buy In' dipswitch.
- 0.93: Added clock parameter to Namco CUS30 sound (24000 Hz).
- 0.80: Nicola Salmoria fixed clone Sky Kid (60A1 Ver.). It works now with a patch (a dump of the CUS60A internal ROM is needed to do without the patch). Removed unknown dipswitches.
- 0.59: Added clone Sky Kid (60A1 Ver.). Changed parent description to 'Sky Kid (New Ver.)' and clone '(set 2)' to '(Old Ver.)'. Renamed (skykidb) to (skykido). Fixed rom names.
- 0.37b12: Added clone Sky Kid (set 2). Changed parent description to 'Sky Kid (set 1)'. Changed VSync to 60.606060Hz.
- 26th March 2000: Manuel Abadia added cocktail support to Sky Kid and Dragon Buster.
- 0.36b11: Manuel Abadia added Sky Kid (Namco 1985).
- 23rd November 1999: Manuel Abadia fixed Sky Kid and Dragon Buster colors.
- 21st November 1999: Manuel Abadia fixed the resolution in Sky Kid, Dragon Buster, Metro Cross and Baraduke.
- 20th November 1999: Manuel Abadia sent in a driver for Sky Kid / Dragon Buster, but the colors aren't quite correct yet.
- 0.35b11: Added Sky Kid (Testdriver).
LEVELS: 21
Other Emulators:
* FB Alpha
* HiVE
Romset: 110 kb / 14 files / 49.2 zip
0.35b11 [?]
WIP:
- 0.143: Wilbert Pol fixed immediate crash while using -DEBUG in SkyKid driver.
- 0.139u1: Atari Ace removed global variables from NAMCO sound core.
- 0.130u3: Kanikani added DIP locations to SkyKid driver.
- 0.123u1: Zsolt Vasvari removed color tables from Sky Kid. Added RESNET color computations where appropriate. Changed palettesize to 1280 colors. Changed description to 'Sky Kid (new version)' and clones '(Old Ver.)' to '(old version)', '(CUS60 Ver.)' to '(CUS60 version)' and '(Manufactured by Sipem)' to '(Sipem)'.
- 0.122u7: Changed HD63701 CPU2 clock speed to 6144000 Hz.
- 0.121u2: Corrado Tomaselli added clone Sky Kid (Manufactured by Sipem). No license text is displayed but the PCB was licensed by Namco for production by Sipem (formerly Sidam) with Namco supplying the Custom chips (MCU etc.). The level select is handled in a much more user-friendly way in this set and the dip for it is inverted (although this is displayed incorrectly in the test mode). Renamed dipswitch 'Round Select' to 'Round Skip'.
- 18th November 2007: Corrado Tomaselli dumped Sky Kid (Sipem).
- 0.120u2: Mike Haaland added save state support to Sky Kid.
- 0.107u3: Properly documented and connected the CUS63 MCU code to Sky Kid (New Ver.) and CUS60 to clone Sky Kid (CUS60 Ver.) [Brian Troha]. Fixed rom names. Changed description of clone 'Sky Kid (60A1 Ver.)' to 'Sky Kid (CUS60 Ver.)'.
- 0.96u1: Brian Troha fixed dipswitches in Sky Kid. Added 'Allow Buy In' dipswitch.
- 0.93: Added clock parameter to Namco CUS30 sound (24000 Hz).
- 0.80: Nicola Salmoria fixed clone Sky Kid (60A1 Ver.). It works now with a patch (a dump of the CUS60A internal ROM is needed to do without the patch). Removed unknown dipswitches.
- 0.59: Added clone Sky Kid (60A1 Ver.). Changed parent description to 'Sky Kid (New Ver.)' and clone '(set 2)' to '(Old Ver.)'. Renamed (skykidb) to (skykido). Fixed rom names.
- 0.37b12: Added clone Sky Kid (set 2). Changed parent description to 'Sky Kid (set 1)'. Changed VSync to 60.606060Hz.
- 26th March 2000: Manuel Abadia added cocktail support to Sky Kid and Dragon Buster.
- 0.36b11: Manuel Abadia added Sky Kid (Namco 1985).
- 23rd November 1999: Manuel Abadia fixed Sky Kid and Dragon Buster colors.
- 21st November 1999: Manuel Abadia fixed the resolution in Sky Kid, Dragon Buster, Metro Cross and Baraduke.
- 20th November 1999: Manuel Abadia sent in a driver for Sky Kid / Dragon Buster, but the colors aren't quite correct yet.
- 0.35b11: Added Sky Kid (Testdriver).
LEVELS: 21
Other Emulators:
* FB Alpha
* HiVE
Romset: 110 kb / 14 files / 49.2 zip