Space Gun (World)

Arcade 1990 Taito Corporation Japan Shooter Gun
As a member of a special Search And Rescue unit. you (and an optional friend) are told to investigate an S.O.S. distress signal that was sent from a space station. what you don't know is that a group of vicious aliens have taken the colonists hostage. luckily for you, you're armed with a plasma pulse gun and four sets of grenades that are quite special (aside from the common grenade that explodes, some will freeze, incinerate, and even slice and dice the aliens).
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Space Gun (World)

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Technical

CPU
  • maincpu 68000 (@ 16 Mhz)
  • sub 68000 (@ 16 Mhz)
Chipset
  • YM2610 (@ 8 Mhz)
  • Volume Filter
  • Volume Filter
  • Volume Filter
  • Volume Filter
Display
  • Orientation Yoko
  • Resolution 255 x 240
  • Frequency 60 Hz
Controlers
  • Number of players 2
  • Number of buttons 3
  • Kind of controler stick

Space Gun (World) Screenshots

Space Gun (World) - Screen 1
Space Gun (World) - Screen 2
Space Gun (World) - Screen 3
Space Gun (World) - Screen 4
Space Gun (World) - Screen 5

Clones of Space Gun (World)

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Tips on Space Gun (World)

* Using Bombs, each Bomb has a specific effect.
1) Fire: Aliens will burn.
2) Bomb: Aliens will explode.
3) Sword: Aliens will be cut.
4) Freeze: Aliens will be frozen.

* Harder mode: If you stay at as low health as possible, the difficulty will be harder. And if you reach the time out, a powerful Alien will appear.

* Good Ending: Your cockpit should not be destroyed in last stage.

Space Gun (World) and M.A.M.E.

0.37b11 [David Graves]

SETUP:
- Press F2 + F3 to enter test mode. Press P2 Start 2 to calibrate the guns for Players 1 and 2. Follow instructions and fire on targets for both players - when complete, press 2 again to save EEPROM. Reset or Restart.

WIP:
- 0.144u2: ShouTime added clones Space Gun (US) and (Japan).
- 0.137u4: Howard Casto hooked up outputs for Space Gun and made a few prototype functions to help in hooking up the remaining games. Someone familiar with the driver should take a look. I hooked up a few, but they don't work like they should according to the comments.
- 0.129u6: Phil Bennett fixed EE-ROM error in Space Gun after gun calibration.
- 0.127u1: Nicola Salmoria fixed missing crosshairs in Space Gun.
- 0.124u2: Added 4x Volume Filters.
- 0.106u12: MASH added plds ($0, 200, 400, 600, 800, a00 - pal16l8-c57-09.9, pal20l8-c57-10.47, pal16l8-c57-11.48, pal20l8-c57-12.61, pal16l8-c57-13.72 and pal16r4-c57-14.96) to Space Gun (World).
- 0.106u1: Changed Light gun input to Stick.
- 0.62: Changed 'Unknown' to 'Unused' dipswitches.
- 0.61: Light gun support [Bryan McPhail].
- 0.55: Fixed rom names.
- 0.37b16: Added dipswitches 'Always have gunsight power up', 'Allow Continue' and 'Disable Pedal (?)'.
- 4th February 2001: InsideOutBoy added the target crosshair to Space Gun.
- 0.37b11: David Graves added Space Gun (World) (Taito 1990). Known issues: Fake aim documentation: $9d74: Code from here works out coords for P1 aim sprite and puts it in spriteram +0x20. $9b8c is entry for whole sub. $9fa6: Code from here works out coords for P2 aim sprite and puts it in spriteram +0x28. $9de8 is entry for whole sub. Both call subroutines (P1 $195d4, P2 $196ea) which do quite a lot of calculations on the raw a/d input coords, using the eerom calibration data to turn them into standard sprite coordinates. Problem with the zoomed sprites not matching up very well when forming the background. They jerk a bit relative to each other... could be a cpu sync thing. Light gun interrupt timing is arbitrary.
- 12th December 2000: David Graves sent in an updated version of the Taito Z driver, and Space Gun is now fully working.

LEVELS: 7

Other Emulators:
* FB Alpha
* Raine



Romset: 6914 kb / 20 files / 2.87 zip
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