Golgo 13 (Japan, GLG1/VER.A)
A lightgun game in which the player, armed with a semi-automatic sniper rifle takes on the role of the world's most lethal and highly paid assassin, Duke Togo: Codename Golgo 13. Unlike other lightgun games Golgo 13 is very story driven and combines both 3-D and 2-D graphic elements.
The player starts their career with a 100 percent accuracy rating and takes on various assignments. Each assignment begins with a 2D comic book storyline and although in Japanese they should still give the player some idea of the background story. The objective of the chosen assignment is then displayed together with the time limit, target zone, and available ammunition.
At the end of each assignment the player is treated to on screen display of their performance. For each assignment successfully completed a large sum of cash is added to the player’s total, plus an extra sum is awarded for hitting the target zone. If however the player fails to complete the objective or the timer reaches zero, the player’s accuracy rating is reduced and the player is then moved on to choose the next assignment. The game is over when the player’s accuracy rating reaches zero.
At the start of the player’s career, 5 different assignments are available to choose from and can be completed in any order. Once all 5 assignments have been undertaken a new round of assignments becomes available. In total there are 4 rounds each consisting of 5 assignments, with each round becoming progressively harder. The last round includes a special stage which can only be selected after all the assignments have been completed. Upon completion of the special stage the credits roll and the game ends. The player is then once again returned to the start of the game.
The player starts their career with a 100 percent accuracy rating and takes on various assignments. Each assignment begins with a 2D comic book storyline and although in Japanese they should still give the player some idea of the background story. The objective of the chosen assignment is then displayed together with the time limit, target zone, and available ammunition.
At the end of each assignment the player is treated to on screen display of their performance. For each assignment successfully completed a large sum of cash is added to the player’s total, plus an extra sum is awarded for hitting the target zone. If however the player fails to complete the objective or the timer reaches zero, the player’s accuracy rating is reduced and the player is then moved on to choose the next assignment. The game is over when the player’s accuracy rating reaches zero.
At the start of the player’s career, 5 different assignments are available to choose from and can be completed in any order. Once all 5 assignments have been undertaken a new round of assignments becomes available. In total there are 4 rounds each consisting of 5 assignments, with each round becoming progressively harder. The last round includes a special stage which can only be selected after all the assignments have been completed. Upon completion of the special stage the credits roll and the game ends. The player is then once again returned to the start of the game.
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Télécharger Golgo 13 (Japan, GLG1/VER.A)
Contenu de la ROM :
Technique
CPU
- maincpu CXD8661R (@ 100 Mhz)
- sub H8/3002 (@ 16 Mhz)
Chipset
- C352 (@ 25 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 255
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 3
- Type de contrôle
- joy (vertical2 ways)
- joy (vertical2 ways)
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Golgo 13 (Japan, GLG1/VER.A) et M.A.M.E.
0.77 [smf]
WIP:
- 0.130u1: Changed description to 'Golgo 13 (Japan, GLG1/VER.A)'.
- 0.122u7: Switched namcos11/namcos12 over to memory_configure_bank / memory_set_bank. Simplified Golgo 13 gun reading [smf].
- 0.96u3: R. Belmont hooked up light gun properly in Golgo 13 - Game now playable.
- 21st May 2005: R. Belmont - Following an incorrect but well-meaning outside submission trying to make the lightgun work in Golgo 13 (Eighting/Raizing/Namco 1998) I dug into the problem and got it working properly, which makes the game fully playable. For the unfamiliar, it's sort of a cross between the sniper gameplay of Silent Scope (there's a 'zoom' button rather than 2 screens) and the timed minigames of Point Blank (you have only a few seconds to pull off a shot properly before the stage ends).
- 0.94u4: Removed 2nd Player, buttons 4/5/6 and 2nd coin slot.
- 0.84u2: R. Belmont added support for alternate ROM banking protection used by Golgo 13, so it runs now (there's a very long black screen at the beginning, just wait it out). The gun inputs are partially supported but not working yet because I'm unable to figure out what format the game wants the data in.
- 4th July 2004: R. Belmont - I've gotten a few more of the System 12 games playable in MAME, including Super World Stadium '99 and Raizing/Eighting's lightgun-based Golgo 13.
- 0.78: Fixed user3 rom loading. Changed input to 2x Players, 6x buttons and 2x coin slots.
- 0.77: smf added Golgo 13 (GLG1/VER.A) (Raizing/Namco 1999).
- 13th April 2003: Guru - Dumped Golgo 13.
- 21st February 2003: Guru - Golgo 13 (Namco/Raizing/8ing 1999) arrived. Special thanks to Gin (our Japanese contact) for making it all happen again. The dumping project wishes to thank all the people who donated towards this particular raid, including Gin, slaanesh, gnoppi, Louis T., wtc4ever, Renaud D., phys32, R. Belmont, fiji, Amnios and an anonymous donator.
LEVELS: 21
Romset: 82432 kb / 17 files / 42.3 zip
WIP:
- 0.130u1: Changed description to 'Golgo 13 (Japan, GLG1/VER.A)'.
- 0.122u7: Switched namcos11/namcos12 over to memory_configure_bank / memory_set_bank. Simplified Golgo 13 gun reading [smf].
- 0.96u3: R. Belmont hooked up light gun properly in Golgo 13 - Game now playable.
- 21st May 2005: R. Belmont - Following an incorrect but well-meaning outside submission trying to make the lightgun work in Golgo 13 (Eighting/Raizing/Namco 1998) I dug into the problem and got it working properly, which makes the game fully playable. For the unfamiliar, it's sort of a cross between the sniper gameplay of Silent Scope (there's a 'zoom' button rather than 2 screens) and the timed minigames of Point Blank (you have only a few seconds to pull off a shot properly before the stage ends).
- 0.94u4: Removed 2nd Player, buttons 4/5/6 and 2nd coin slot.
- 0.84u2: R. Belmont added support for alternate ROM banking protection used by Golgo 13, so it runs now (there's a very long black screen at the beginning, just wait it out). The gun inputs are partially supported but not working yet because I'm unable to figure out what format the game wants the data in.
- 4th July 2004: R. Belmont - I've gotten a few more of the System 12 games playable in MAME, including Super World Stadium '99 and Raizing/Eighting's lightgun-based Golgo 13.
- 0.78: Fixed user3 rom loading. Changed input to 2x Players, 6x buttons and 2x coin slots.
- 0.77: smf added Golgo 13 (GLG1/VER.A) (Raizing/Namco 1999).
- 13th April 2003: Guru - Dumped Golgo 13.
- 21st February 2003: Guru - Golgo 13 (Namco/Raizing/8ing 1999) arrived. Special thanks to Gin (our Japanese contact) for making it all happen again. The dumping project wishes to thank all the people who donated towards this particular raid, including Gin, slaanesh, gnoppi, Louis T., wtc4ever, Renaud D., phys32, R. Belmont, fiji, Amnios and an anonymous donator.
LEVELS: 21
Romset: 82432 kb / 17 files / 42.3 zip