Bomb Jack (set 1)
Bomb Jack is a fast-moving platform game in which the aim is to collect all of the bombs on each level before progressing to the next. A variety of constantly spawning mechanical enemies patrol the platforms and airspace so the longer a player takes to collect all of the bombs, the more difficult progress becomes.
Extra point bonuses are awarded for collecting bombs with their fuses lit. Only one bomb at any time has a lit fuse, and collecting twenty or more of these lit bombs on any given level will earn the player points bonus (see TIPS AND TRICKS for details). Jack is pursued around each level by the spawning enemies and when he gets killed, he drops down to the nearest platform, always landing on his head.
A 'Powerball' appears at semi-regular intervals and moves diagonally around the screen. If the player manages to grab this, all of the level's monsters are frozen for several seconds and can then be killed by having Jack fly into them (similar to the 'Powerpill' feature in "Pac-Man"). Collecting the Bonus 'B' symbols will increase the amount of points awarded for collecting bombs with their fuses lit. Picking up an 'Extra' symbol awards the player with an additional life, while catching the 'Special' symbol will give the player an extra credit.
Each of Bomb Jack's levels feature one of five different background pictures, some of which represent famous historical landmarks. They are: the Sphinx in Egypt, the Acropolis in Greece, Castle Neuschwanstein in Bavaria, skyscrapers and a cityscape by night. While the backgrounds themselves are repeated as the game progresses, the platform layouts for each level are completely different. At least until level 18, after which the levels are repeated.
The basic play mechanic of collecting objects to clear a level, as well as the powerball feature, is hugely reminiscent of Namco's seminal "Pac-Man".
Extra point bonuses are awarded for collecting bombs with their fuses lit. Only one bomb at any time has a lit fuse, and collecting twenty or more of these lit bombs on any given level will earn the player points bonus (see TIPS AND TRICKS for details). Jack is pursued around each level by the spawning enemies and when he gets killed, he drops down to the nearest platform, always landing on his head.
A 'Powerball' appears at semi-regular intervals and moves diagonally around the screen. If the player manages to grab this, all of the level's monsters are frozen for several seconds and can then be killed by having Jack fly into them (similar to the 'Powerpill' feature in "Pac-Man"). Collecting the Bonus 'B' symbols will increase the amount of points awarded for collecting bombs with their fuses lit. Picking up an 'Extra' symbol awards the player with an additional life, while catching the 'Special' symbol will give the player an extra credit.
Each of Bomb Jack's levels feature one of five different background pictures, some of which represent famous historical landmarks. They are: the Sphinx in Egypt, the Acropolis in Greece, Castle Neuschwanstein in Bavaria, skyscrapers and a cityscape by night. While the backgrounds themselves are repeated as the game progresses, the platform layouts for each level are completely different. At least until level 18, after which the levels are repeated.
The basic play mechanic of collecting objects to clear a level, as well as the powerball feature, is hugely reminiscent of Namco's seminal "Pac-Man".
Ajouter
Télécharger Bomb Jack (set 1)
Contenu de la ROM :
Technique
CPU
- maincpu Z80 (@ 4 Mhz)
- audiocpu Z80 (@ 3 Mhz)
Chipset
- AY-3-8910A (@ 1 Mhz)
- AY-3-8910A (@ 1 Mhz)
- AY-3-8910A (@ 1 Mhz)
Affichage
- Orientation Tate
- Résolution 255 x 224
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 1
- Type de contrôle joy (8 ways)
Les clones de Bomb Jack (set 1)
Si vous avez aimé Bomb Jack (set 1)
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Scoring de Bomb Jack (set 1)
Jumping, hitting a wall or falling from a platform : 10 points x bonus multiplier value.
Normal bomb : 100 points x bonus multiplier value.
Firebomb : 200 points x bonus multiplier value.
(P) Power : 100 when blue, 200 when red, 300 when purple, 500 when green, 800 when cyan, 1,200 when yellow and 2,000 points when grey x bonus multiplier value.
(B) Bonus Multiplier: 1,000 points x bonus multiplier value.
(E) Extra Life : 1,000 points x bonus multiplier value plus an extra life.
(S) Special : 1,000 points x bonus multiplier value plus a free credit.
Killing monsters while (P) is active : 100, 200, 300, 500, 800, 1,200 and 2,000 points. These are all multiplied by the current bonus multiplier value.
End of level bonus :
23 firebombs defused : 50,000 points.
22 firebombs : 30,000 points.
21 firebombs : 20,000 points.
20 firebombs : 10,000 points.
Normal bomb : 100 points x bonus multiplier value.
Firebomb : 200 points x bonus multiplier value.
(P) Power : 100 when blue, 200 when red, 300 when purple, 500 when green, 800 when cyan, 1,200 when yellow and 2,000 points when grey x bonus multiplier value.
(B) Bonus Multiplier: 1,000 points x bonus multiplier value.
(E) Extra Life : 1,000 points x bonus multiplier value plus an extra life.
(S) Special : 1,000 points x bonus multiplier value plus a free credit.
Killing monsters while (P) is active : 100, 200, 300, 500, 800, 1,200 and 2,000 points. These are all multiplied by the current bonus multiplier value.
End of level bonus :
23 firebombs defused : 50,000 points.
22 firebombs : 30,000 points.
21 firebombs : 20,000 points.
20 firebombs : 10,000 points.
Tips sur Bomb Jack (set 1)
* A little information about the appearance of the powerball : the rule is very simple and you just have to look at the colour at the left and right of the multiplicator number, its size grows as you collect bombs.
1) Take a 'lit bomb' and you get 1 point ahead for the next Powerball. Take a non-lit bomb and you'll get 0.5 point for the next Powerball. When you achieve 10 points, the powerball appears. Your powerball points don't grow if either the powerball is there or if the 'power music' is playing, so avoid collecting bombs when it's not necessary.
2) The powerball can have different score values when taking it. When it appears, jump or hit a wall and its colour will change. The colours and score values are blue (100 points), red (200 points), purple (300 points), green (500 points), turquoize (800 points), yellow (1000 points) and grey (2000 points).
3) The 'B' bonus coin adds 1 to the multiplicator value and appears each 5,000 points, but only if you 'pass' these 5,000 points when not taking a 'B' coin. For example, your multiplicator is 2x, your score is 9,000 and you take a 'B' coin; giving you 1,000x2 = 2,000 points which makes a total of 11,000 points. A 'B' coin should then appear because you have passed the 10,000 points, but doesn't because you took a 'B' coin to achieve this score so you'll have to wait for 15,000 points to get a new 'B' coin. The multiplicator limit is X5.
* An important piece of information to remember is that you can pick up the bombs in a certain order to earn maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses :
20 - 10,000 pts.
21 - 20,000 pts.
22 - 30,000 pts.
23 - 50,000 pts.
So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2,000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.
* The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.
* Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.
* You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.
* When you start a level, and directly go to left or right, bird(s) will appear on the other side : it's useful to put them where you want in order to make this level easier, levels 7, 8 & 9 are good examples for that.
1) Take a 'lit bomb' and you get 1 point ahead for the next Powerball. Take a non-lit bomb and you'll get 0.5 point for the next Powerball. When you achieve 10 points, the powerball appears. Your powerball points don't grow if either the powerball is there or if the 'power music' is playing, so avoid collecting bombs when it's not necessary.
2) The powerball can have different score values when taking it. When it appears, jump or hit a wall and its colour will change. The colours and score values are blue (100 points), red (200 points), purple (300 points), green (500 points), turquoize (800 points), yellow (1000 points) and grey (2000 points).
3) The 'B' bonus coin adds 1 to the multiplicator value and appears each 5,000 points, but only if you 'pass' these 5,000 points when not taking a 'B' coin. For example, your multiplicator is 2x, your score is 9,000 and you take a 'B' coin; giving you 1,000x2 = 2,000 points which makes a total of 11,000 points. A 'B' coin should then appear because you have passed the 10,000 points, but doesn't because you took a 'B' coin to achieve this score so you'll have to wait for 15,000 points to get a new 'B' coin. The multiplicator limit is X5.
* An important piece of information to remember is that you can pick up the bombs in a certain order to earn maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses :
20 - 10,000 pts.
21 - 20,000 pts.
22 - 30,000 pts.
23 - 50,000 pts.
So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2,000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.
* The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.
* Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.
* You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.
* When you start a level, and directly go to left or right, bird(s) will appear on the other side : it's useful to put them where you want in order to make this level easier, levels 7, 8 & 9 are good examples for that.
Bomb Jack (set 1) et M.A.M.E.
0.35b13 [Nicola Salmoria]
0.09 [Mirko Buffoni, Brad Thomas, Jakob Frendsen, Conny Melin]
Artwork available
NOTE:
- Press fire to skip the ROM/RAM test at the beginning.
WIP:
- 20th October 2012: Mr. Do - Thanks to Mikonos from Zona Arcade, we have a cleaned-up Tehkan bezel for Bomb Jack, provided by the BYOAC/CAG artwork.
- 0.145u8: Phil Bennett fixed missing sprites in Bomb Jack and clone.
- 0.144u1: Corrado Tomaselli confirmed and adjusted clock speeds for Bomb Jack from PCB. Changed Z80 CPU2 clock speed to 3MHz.
- 0.133u1: Renamed (bombjac2) to (bombjack2).
- 0.126u4: Andrew Gardner merged memory maps in Bomb Jack.
- 0.126u2: Fabio Priuli added DIP locations to Bomb Jack.
- 9th September 2007: Mr. Do - Some more instruction cards for more games courtesty of Tormod: Bomb Jack.
- 0.118u2: Stephane Humbert improved dipswitches for Bomb Jack. Changed 'Initial High Score?' dipswitch to 'Bonus Life'.
- 0.104u3: Adam Bousley added save states support to Bomb Jack.
- 25th February 2001: Olivier Galibert added save states support to Bomb Jack. However, the driver needs to be updated to include the save states.
- 0.35b13: Nicola Salmoria added Bomb Jack (set 1). Changed 'Bomb Jack' to clone '(set 2)'. Renamed (bombjack) to (bombjac2).
- 0.22: Nicola Salmoria improved color palette emulation in Bombjack which has now perfect colors. Bomb Jack doesn't have a color PROM, it uses a RAM to generate colors and change them during the game.
- 0.18: Bomb Jack is much faster on a 486. Now runs very well with -frameskip 1 on my 486/100 [Nicola Salmoria].
- 0.15: Jarek Burczynski submitted a sound driver for Bomb Jack. The game is now a bit slow on my 486/100, -frameskip 1 is almost good but not quite [Nicola Salmoria].
- 0.13: Nicola Salmoria fixed a couple of minor bugs in Bomb Jack background colors and added high score saving to Mario Bros.
- 0.12: There is a bit in the sprite attributes which I don't know what means [Nicola Salmoria]. Dipswitch menu: SPECIAL refers to how often the (E) and (S) coins appear.
- 0.10: Nicola Salmoria fixed a small graphics glitch in the background of Bomb Jack's third level. Thanks to Philip Chapman for the report.
- 0.09: Mirko Buffoni added Bomb Jack (Tehkan 1984). Game is playable with accurate colors and no sound. Control: Arrows = Move around and CTRL = Jump. Thanks to Brad Thomas, Jakob Frendsen and Conny Melin for the hardware info on Bomb Jack. Note: Bomb Jack doesn't have a color PROM. It uses 256 bytes of RAM to dynamically create the palette. Each couple of bytes defines one color (4 bits per pixel; the high 4 bits of the second byte are unused). Since the graphics use 3 bitplanes, hence 8 colors, this makes for 16 different color codes. MAME currently doesn't support dynamic palette creation. As a temporary workaround, we create here a 256 colors (8 bits, vs. the original 12) palette which will be static, and dynamically create a lookup table at run time which approximates the original palette. In the dip switch menu, DIFFICULTY 1 refers to the speed of the mechanical bird, while DIFFICULTY 2 to the number and speed of enemies. Known issues: Colors are accurate, but not entirely: the original machine uses 12 bits (4 bits per pen), while I currently use only 8 bits (3 bits for red and green, 2 bits for blue). Is the sprite priority correct? For example, during the demo, should GAME OVER be in front or behind other sprites? There is another bit in the sprite attributes which I don't know what means: It seems to be set only when the (B) materializes. For the DIFFICULTY 2 setting, EASY and MEDIUM might be swapped. Anyone can confirm? The INITIAL HIGH SCORE setting doesn't only set that, it does something else as well - but I don't know what.
LEVELS: 99 (endless)
Other Emulators:
* CottAGE
* FB Alpha
* JEmu
* JEmu2
* Mimic
* Sparcade
* VAntAGE
Romset: 112 kb / 16 files / 54.2 zip
0.09 [Mirko Buffoni, Brad Thomas, Jakob Frendsen, Conny Melin]
Artwork available
NOTE:
- Press fire to skip the ROM/RAM test at the beginning.
WIP:
- 20th October 2012: Mr. Do - Thanks to Mikonos from Zona Arcade, we have a cleaned-up Tehkan bezel for Bomb Jack, provided by the BYOAC/CAG artwork.
- 0.145u8: Phil Bennett fixed missing sprites in Bomb Jack and clone.
- 0.144u1: Corrado Tomaselli confirmed and adjusted clock speeds for Bomb Jack from PCB. Changed Z80 CPU2 clock speed to 3MHz.
- 0.133u1: Renamed (bombjac2) to (bombjack2).
- 0.126u4: Andrew Gardner merged memory maps in Bomb Jack.
- 0.126u2: Fabio Priuli added DIP locations to Bomb Jack.
- 9th September 2007: Mr. Do - Some more instruction cards for more games courtesty of Tormod: Bomb Jack.
- 0.118u2: Stephane Humbert improved dipswitches for Bomb Jack. Changed 'Initial High Score?' dipswitch to 'Bonus Life'.
- 0.104u3: Adam Bousley added save states support to Bomb Jack.
- 25th February 2001: Olivier Galibert added save states support to Bomb Jack. However, the driver needs to be updated to include the save states.
- 0.35b13: Nicola Salmoria added Bomb Jack (set 1). Changed 'Bomb Jack' to clone '(set 2)'. Renamed (bombjack) to (bombjac2).
- 0.22: Nicola Salmoria improved color palette emulation in Bombjack which has now perfect colors. Bomb Jack doesn't have a color PROM, it uses a RAM to generate colors and change them during the game.
- 0.18: Bomb Jack is much faster on a 486. Now runs very well with -frameskip 1 on my 486/100 [Nicola Salmoria].
- 0.15: Jarek Burczynski submitted a sound driver for Bomb Jack. The game is now a bit slow on my 486/100, -frameskip 1 is almost good but not quite [Nicola Salmoria].
- 0.13: Nicola Salmoria fixed a couple of minor bugs in Bomb Jack background colors and added high score saving to Mario Bros.
- 0.12: There is a bit in the sprite attributes which I don't know what means [Nicola Salmoria]. Dipswitch menu: SPECIAL refers to how often the (E) and (S) coins appear.
- 0.10: Nicola Salmoria fixed a small graphics glitch in the background of Bomb Jack's third level. Thanks to Philip Chapman for the report.
- 0.09: Mirko Buffoni added Bomb Jack (Tehkan 1984). Game is playable with accurate colors and no sound. Control: Arrows = Move around and CTRL = Jump. Thanks to Brad Thomas, Jakob Frendsen and Conny Melin for the hardware info on Bomb Jack. Note: Bomb Jack doesn't have a color PROM. It uses 256 bytes of RAM to dynamically create the palette. Each couple of bytes defines one color (4 bits per pixel; the high 4 bits of the second byte are unused). Since the graphics use 3 bitplanes, hence 8 colors, this makes for 16 different color codes. MAME currently doesn't support dynamic palette creation. As a temporary workaround, we create here a 256 colors (8 bits, vs. the original 12) palette which will be static, and dynamically create a lookup table at run time which approximates the original palette. In the dip switch menu, DIFFICULTY 1 refers to the speed of the mechanical bird, while DIFFICULTY 2 to the number and speed of enemies. Known issues: Colors are accurate, but not entirely: the original machine uses 12 bits (4 bits per pen), while I currently use only 8 bits (3 bits for red and green, 2 bits for blue). Is the sprite priority correct? For example, during the demo, should GAME OVER be in front or behind other sprites? There is another bit in the sprite attributes which I don't know what means: It seems to be set only when the (B) materializes. For the DIFFICULTY 2 setting, EASY and MEDIUM might be swapped. Anyone can confirm? The INITIAL HIGH SCORE setting doesn't only set that, it does something else as well - but I don't know what.
LEVELS: 99 (endless)
Other Emulators:
* CottAGE
* FB Alpha
* JEmu
* JEmu2
* Mimic
* Sparcade
* VAntAGE
Romset: 112 kb / 16 files / 54.2 zip