Sky Raider
Sky Raider is a two-dimensional, vertical scrolling game. You get to be the pilot of a bomber whose task is to destroy as many targets as possible in the allotted period of time. Fortunately for the player, it is a target-rich environment and the best part is that there are no defenses to fly through. That means you get to bomb targets at will without fear of any enemy fire. Who could ask for a simpler type of game.
Télécharger Sky Raider
Contents of the ROM :
Technical
CPU
- maincpu M6502 (@ 1 Mhz)
Chipset
- DISCRETE
Display
- Orientation Yoko
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 1
- Number of buttons 7
- Kind of controler stick
If you liked Sky Raider
You might Like:
- After Burner II
- Air Combat (US)
- Air Combat 22 (Rev. ACS1 Ver.B, Japan)
- Air Inferno (US)
- F-15 Strike Eagle (rev. 2.2 02/25/91)
- Fire Fox (set 1)
- Future Spy (315-5061)
- G-LOC Air Battle (US)
- Lock-On (rev. E)
- M.A.C.H. 3
- Red Baron (Revised Hardware)
- Sega Strike Fighter (Rev A)
- Sky Destroyer (Japan)
- Sky Target
- Strike Fighter (Japan)
- Top Gunner (Exidy)
- Us vs. Them
- Vs. Top Gun
- Wild Pilot
- Wing War (World)
- Zero Target (World, CW)
Scoring for Sky Raider
Enemy point values are :
Tower : 350 points.
Bridge : 450 points.
City : 450 points.
Oil Refinery : 450 points.
Enemy Plane : 800 points.
Scores for extended play depend on allotted length of time set up for the game. Game lengths can be set at 60, 80, 100, or 120 seconds. Obviously, the higher the game length, the higher your score needs to be to win an extended play. Extended play is half the length of the normal game length the machine is set up to be. So the extended plays will be 30, 40, 50, or 60 seconds.
Scores needed for extended play (according to the length of the game) are :
60 seconds : 22,000 points.
80 seconds : 29,000 points.
100 seconds : 36,000 points.
120 seconds : 43,000 points.
Tower : 350 points.
Bridge : 450 points.
City : 450 points.
Oil Refinery : 450 points.
Enemy Plane : 800 points.
Scores for extended play depend on allotted length of time set up for the game. Game lengths can be set at 60, 80, 100, or 120 seconds. Obviously, the higher the game length, the higher your score needs to be to win an extended play. Extended play is half the length of the normal game length the machine is set up to be. So the extended plays will be 30, 40, 50, or 60 seconds.
Scores needed for extended play (according to the length of the game) are :
60 seconds : 22,000 points.
80 seconds : 29,000 points.
100 seconds : 36,000 points.
120 seconds : 43,000 points.
Tips on Sky Raider
You start the game at the bottom of the screen. Your main mission is to accumulate as many points in the time allotted. This means you will have to plan ahead and keep a mental note of where your targets are at all times.
* Obviously, the name of the game is getting points. This means you will have to be pretty darn precise in your ability to bomb. That means you will have to learn how to speed up and slow down with precision.
* Once you release your bombs on a target, don't dawdle over that target. You should be setting yourself up to take out the next target. This may mean some radical maneuvering and speed control to get to it.
* Keep in mind that you will not be attacked by any enemy units. This means you can put your full concentration into making sure your bombs hit their targets.
* Speaking of targets, if you are forced to decide between two targets, use this priority system to determine which ones to hit :
1) Go after the target that gives you the greatest point value. If they are of equal value, take your pick.
2) Go after a target that is clustered around other targets. That way, you get more 'bang for your buck'.
* Hit targets that make it easier to get to another target without wasting any time.
* You can only have one bomb on the screen at a time. Since you can fire bombs relatively fast, this shouldn't create too much of a problem.
* Always watch the top of the screen for the next target or targets to appear. Targets appear at random so you will need to be prepared as to where said targets will be. In addition to ground targets, the enemy plane could also appear although it comes out less frequently.
* Your ultimate goal, as far as targets are concerned, is to be sure to get the enemy plane every time since it is worth the most points.
* No free men are awarded or needed since nothing shoots back at your bomber.
This game is strictly time based.
* Obviously, the name of the game is getting points. This means you will have to be pretty darn precise in your ability to bomb. That means you will have to learn how to speed up and slow down with precision.
* Once you release your bombs on a target, don't dawdle over that target. You should be setting yourself up to take out the next target. This may mean some radical maneuvering and speed control to get to it.
* Keep in mind that you will not be attacked by any enemy units. This means you can put your full concentration into making sure your bombs hit their targets.
* Speaking of targets, if you are forced to decide between two targets, use this priority system to determine which ones to hit :
1) Go after the target that gives you the greatest point value. If they are of equal value, take your pick.
2) Go after a target that is clustered around other targets. That way, you get more 'bang for your buck'.
* Hit targets that make it easier to get to another target without wasting any time.
* You can only have one bomb on the screen at a time. Since you can fire bombs relatively fast, this shouldn't create too much of a problem.
* Always watch the top of the screen for the next target or targets to appear. Targets appear at random so you will need to be prepared as to where said targets will be. In addition to ground targets, the enemy plane could also appear although it comes out less frequently.
* Your ultimate goal, as far as targets are concerned, is to be sure to get the enemy plane every time since it is worth the most points.
* No free men are awarded or needed since nothing shoots back at your bomber.
This game is strictly time based.
Sky Raider and M.A.M.E.
0.62 [Stefan Jokish]
NOTE:
- Sky Raider used special circuitry to squash the image to a trapezoidal shape. This created the illusion of objects getting larger as they swoop out of the sky.
WIP:
- 24th March 2012: 3D ARCADE - New Atari 3D cabinet model for Sky Raider.
- 0.144u7: Aaron Giles fixed Sky Raider driver assert in debug build.
- 0.141u1: Couriersud fixed a bug in makedep which will caused includes on the first line of the file like in skyraid.h to be ignored.
- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
- 0.139u3: Atari Ace converted Sky Raider to driver_data.
- 0.134u4: Derrick Renaud promoted DISCRETE_RC_CIRCUIT_1 for Sky Raider custom charge to it's own module so it could be used with the same circuit in Battlezone.
- 0.134u2: Derrick Renaud started making a more accurate simulation of the DISCRETE_566 based on testing of a real IC. This makes the rest of Sky Raider sounds work.
- 0.134u1: Derrick Renaud added partial Discrete (96000 Hz) sound to Sky Raider.
- 0.131u1: Angelo Salese merged memory maps in Sky Raider.
- 0.103: Stefan Jokisch fixed Sky Raider to use RAM mirroring for zero page memory.
- 0.62: Stefan Jokisch added Sky Raider (Atari 1978).
- 26th September 2002: Stefan Jokisch sent in a driver for Sky Raider, but it is missing sound emulation.
- 6th July 2001: Peter Fyfe dumped Sky Raider.
Romset: 12 kb / 11 files / 6.45 zip
NOTE:
- Sky Raider used special circuitry to squash the image to a trapezoidal shape. This created the illusion of objects getting larger as they swoop out of the sky.
WIP:
- 24th March 2012: 3D ARCADE - New Atari 3D cabinet model for Sky Raider.
- 0.144u7: Aaron Giles fixed Sky Raider driver assert in debug build.
- 0.141u1: Couriersud fixed a bug in makedep which will caused includes on the first line of the file like in skyraid.h to be ignored.
- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
- 0.139u3: Atari Ace converted Sky Raider to driver_data.
- 0.134u4: Derrick Renaud promoted DISCRETE_RC_CIRCUIT_1 for Sky Raider custom charge to it's own module so it could be used with the same circuit in Battlezone.
- 0.134u2: Derrick Renaud started making a more accurate simulation of the DISCRETE_566 based on testing of a real IC. This makes the rest of Sky Raider sounds work.
- 0.134u1: Derrick Renaud added partial Discrete (96000 Hz) sound to Sky Raider.
- 0.131u1: Angelo Salese merged memory maps in Sky Raider.
- 0.103: Stefan Jokisch fixed Sky Raider to use RAM mirroring for zero page memory.
- 0.62: Stefan Jokisch added Sky Raider (Atari 1978).
- 26th September 2002: Stefan Jokisch sent in a driver for Sky Raider, but it is missing sound emulation.
- 6th July 2001: Peter Fyfe dumped Sky Raider.
Romset: 12 kb / 11 files / 6.45 zip