Asteroids (rev 4)
Asteroids is a legendary, genre defining game - in an era replete with genre-defining classics - in which a single player takes control of a spaceship trapped in the middle of an asteroid belt. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship
Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship
Ajouter
Télécharger Asteroids (rev 4)
Contenu de la ROM :
Technique
CPU
- maincpu M6502 (@ 1 Mhz)
Chipset
- DISCRETE
Affichage
- Orientation Yoko
- Résolution 0 x 0
- Fréquence 60 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 5
Les clones de Asteroids (rev 4)
Si vous avez aimé Asteroids (rev 4)
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Scoring de Asteroids (rev 4)
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Flying Saucer : 200 points.
Small Flying Saucer : 1000 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Flying Saucer : 200 points.
Small Flying Saucer : 1000 points.
Tips sur Asteroids (rev 4)
When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 6
Round 3 : 8
Round 4 : 10
Round 5 and up : 11
Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.
In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.
* After 10000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
Round 1 : 4
Round 2 : 6
Round 3 : 8
Round 4 : 10
Round 5 and up : 11
Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.
In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.
* After 10000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
Asteroids (rev 4) et M.A.M.E.
0.132u2 [Andy Welburn, Dumping Union]
0.33b7 [?]
0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
Artwork available
Bugs:
- asteroidb: Game is not booting correctly. haynor (ID 04174)
WIP:
- 0.147u2: Andy fixed rom names in clones Asterock (Sidam bootleg of Asteroids) and Asterock (Videotron bootleg of Asteroids).
- 0.147u1: ANY added clone Asterock (Videotron bootleg of Asteroids). Changed description of clone 'Asterock (bootleg of Asteroids)' to 'Asterock (Sidam bootleg of Asteroids)'.
- 0.145: Byte Surfer added clone Hyperspace (bootleg of Asteroids). Changed description of clone 'Asterock' to 'Asterock (bootleg of Asteroids)'.
- 0.141u4: Changed description of clones 'Meteorites' to 'Meteorites (bootleg of Asteroids)' and 'Meteor' to 'Meteor (bootleg of Asteroids)'.
- 0.141u2: Derrick Renaud fixed broken discrete sound in Asteroids.
- 28th November 2010: 3D ARCADE - Completely redone the 3D cabinet model for Asteroids.
- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
- 10th June 2010: Smitdogg - TrevEB dumped a bootleg of Asteroids called Space Carrier.
- 0.133u1: Renamed (asteroi2) to (asteroid2), (asteroi1) to (asteroid1), (asteroib) to (asteroidb).
- 13th July 2009: Smitdogg - Andy Welburn has found what appears to be an Asteroids Rev.3 PCB on his travels in the US! It isn't dumped yet but looks to be Rev.3 from markings on the chips, so hopefully the dump will go in our favor.
- 0.132u3: Brian Troha fixed rom names in Asteroids and clones. Added a new vector rom (035127-01.np3) to clone Asteroids (bootleg on Lunar Lander hardware).
- 0.132u2: Andy Welburn and Dumping Union added Asteroids (rev 4). Renamed (asteroid) to (asteroi2).
- 20th June 2009: Smitdogg - Thanks to Andrew Welburn we have the exclusive Asteroids (rev 4). His readme: I picked up a haul of NOS Atari proms recently, about 150 in all, 85 different types, in amongst them were a small number of 'normal' roms. Two of them looked a bit odd, they had paper labels, but they looked pretty official... So here they are, Asteroids Revision 04E as mentioned in the Star Tech Journal Vol 2 #5.
- 0.129u5: Couriersud added save state support to Asteroids.
- 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.
- 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node. This fixed abnormal discrete sounds.
- 0.125u1: Fabio Priuli fixed unable to credit up or play clone Asterock.
- 0.123u2: RansAckeR added DIP locations to Asteroids.
- 0.121u3: Changed visible area to 1045x789.
- 0.120u1: Andreas added clone Meteor (Hoei 1980).
- 0.115u1: Changed region proms to user1.
- 0.114u4: Aaron Giles fixed Asteroids controls to be buttons not joysticks.
- 18th February 2007: Mr. Do - The cocktail table artworks for Asteroids were vectored by Jcroach.
- 11th February 2007: Mr. Do - Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU clock speed to 1512000 Hz and visible area to 1045x801. Added prom ($0 - DVG PROM).
- 0.108u1: Brian Troha improved documentation in the Asteroids driver.
- 0.102: Hans Andersson and Derrick Renaud updated the discrete thump sound in Asteroids to use component values instead of derived equations.
- 0.100u4: Kevin Jonas filled in missing Asteroids DIPs. Added dipswitches 'Center Mech' and 'Right Mech'.
- 0.90u3: Derrick Renaud fixed gain in Asteroids etc. broken in 0.90.
- 0.88u3: Pierpaolo Prazzoli added clone Meteorites.
- 0.85: Pierpaolo Prazzoli added conditional dipswitch support to Asterock.
- 0.76u2: Pierpaolo Prazzoli fixed dipswitches in to clone Asterock. Added 'Records Table' and 'Coin Mode'.
- 0.76u1: Pierpaolo Prazzoli added clone Asterock (Sidam 1979).
- 24th October 2003: Pierpaolo Prazzoli added Asterock, an Asteroids clone to the Asteroids driver.
- 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound. Derrick Renaud cleanup the discrete sound code and setup proper gain ratios and fixed saucer fire sound.
- 9th March 2003: Derrick Renaud submitted an improvement to Asteroids explosion sounds.
- 17th February 2003: Craig Aker fixed a problem in handling the LEDs in Asteroids Deluxe.
- 0.62: Improved sound in Asteroids [Ken Reneris].
- 3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.
- 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.
- 0.58: Changed palettesize from 33024 to 32768 colors.
- 18th November 2001: Frank Palazzolo reported some progress with Asteroid sound emulation - only one of the sound effects remains incorrect.
- 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.
- 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.
- 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.
- 7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.
- 0.37b3: Changed palettesize from 256 to 33024 colors.
- 0.36RC2: Added clone Asteroids (bootleg on Lunar Lander hardware).
- 28th February 2000: Juergen Buchmueller significantly improved the Asteroids sound simulation.
- 0.36RC1: Added Custom sound. Samples are no longer needed in Asteroids [Juergen Buchmueller].
- 15th February 2000: Juergen Buchmueller fixed some bugs in the Asteroids sound simulation.
- 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids.
- 6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.
- 0.33b7: Renamed (asteroid) to (asteroi1) and (asteroi2) to (asteroid). Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.30: Brad Oliver fixed the hiscore save. Changed description to 'Asteroids (rev 1)' and clone '(alternate version)' to 'Asteroids (rev 2)'.
- 0.29: Andrew Scott fixed high score saving in Asteroids.
- 0.27: Added clone Asteroids (alternate version).
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Asteroids (Atari 1979). Game is playable with accurate colors and no sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Hyperspace.
- 15th September 1993: Dumped Asteroids (rev 1).
LEVELS: 1 (endless)
Other Emulators:
* AAE
* HiVE
* JAE
* Retrocade
Romset: 9 kb / 5 files / 7.00 zip
0.33b7 [?]
0.26 [Brad Oliver, Bernd Wiebelt, Allard van der Bas, Al Kossow, Hedley Rainnie, Eric Smith]
Artwork available
Bugs:
- asteroidb: Game is not booting correctly. haynor (ID 04174)
WIP:
- 0.147u2: Andy fixed rom names in clones Asterock (Sidam bootleg of Asteroids) and Asterock (Videotron bootleg of Asteroids).
- 0.147u1: ANY added clone Asterock (Videotron bootleg of Asteroids). Changed description of clone 'Asterock (bootleg of Asteroids)' to 'Asterock (Sidam bootleg of Asteroids)'.
- 0.145: Byte Surfer added clone Hyperspace (bootleg of Asteroids). Changed description of clone 'Asterock' to 'Asterock (bootleg of Asteroids)'.
- 0.141u4: Changed description of clones 'Meteorites' to 'Meteorites (bootleg of Asteroids)' and 'Meteor' to 'Meteor (bootleg of Asteroids)'.
- 0.141u2: Derrick Renaud fixed broken discrete sound in Asteroids.
- 28th November 2010: 3D ARCADE - Completely redone the 3D cabinet model for Asteroids.
- 0.140u1: Derrick Renaud optimized speed of DISCRETE_DAC_R1.
- 10th June 2010: Smitdogg - TrevEB dumped a bootleg of Asteroids called Space Carrier.
- 0.133u1: Renamed (asteroi2) to (asteroid2), (asteroi1) to (asteroid1), (asteroib) to (asteroidb).
- 13th July 2009: Smitdogg - Andy Welburn has found what appears to be an Asteroids Rev.3 PCB on his travels in the US! It isn't dumped yet but looks to be Rev.3 from markings on the chips, so hopefully the dump will go in our favor.
- 0.132u3: Brian Troha fixed rom names in Asteroids and clones. Added a new vector rom (035127-01.np3) to clone Asteroids (bootleg on Lunar Lander hardware).
- 0.132u2: Andy Welburn and Dumping Union added Asteroids (rev 4). Renamed (asteroid) to (asteroi2).
- 20th June 2009: Smitdogg - Thanks to Andrew Welburn we have the exclusive Asteroids (rev 4). His readme: I picked up a haul of NOS Atari proms recently, about 150 in all, 85 different types, in amongst them were a small number of 'normal' roms. Two of them looked a bit odd, they had paper labels, but they looked pretty official... So here they are, Asteroids Revision 04E as mentioned in the Star Tech Journal Vol 2 #5.
- 0.129u5: Couriersud added save state support to Asteroids.
- 0.128u4: Luigi30 derived clocks from crystals in the Asteroids driver.
- 0.125u9: Couriersud fixed assertions in all Asteroids driver sets.
- 0.125u4: Discrete sound update [Couriersud]: Added NODE_RELATIVE(NODE, offset) macro to discrete.h. Fixed driver to use this macro instead of adding directly to the node. This fixed abnormal discrete sounds.
- 0.125u1: Fabio Priuli fixed unable to credit up or play clone Asterock.
- 0.123u2: RansAckeR added DIP locations to Asteroids.
- 0.121u3: Changed visible area to 1045x789.
- 0.120u1: Andreas added clone Meteor (Hoei 1980).
- 0.115u1: Changed region proms to user1.
- 0.114u4: Aaron Giles fixed Asteroids controls to be buttons not joysticks.
- 18th February 2007: Mr. Do - The cocktail table artworks for Asteroids were vectored by Jcroach.
- 11th February 2007: Mr. Do - Jcroach was nice enough to vector the border frame for an Asteroids cocktail picked up from Gene at Vintage Arcade Superstore. Nice thing is this can serve as a template for quite a few Atari cocktail tables. First one up this week is Asteroids Deluxe, thanks to additional graphics from the BYOAC purchase.
- 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Changed M6502 CPU clock speed to 1512000 Hz and visible area to 1045x801. Added prom ($0 - DVG PROM).
- 0.108u1: Brian Troha improved documentation in the Asteroids driver.
- 0.102: Hans Andersson and Derrick Renaud updated the discrete thump sound in Asteroids to use component values instead of derived equations.
- 0.100u4: Kevin Jonas filled in missing Asteroids DIPs. Added dipswitches 'Center Mech' and 'Right Mech'.
- 0.90u3: Derrick Renaud fixed gain in Asteroids etc. broken in 0.90.
- 0.88u3: Pierpaolo Prazzoli added clone Meteorites.
- 0.85: Pierpaolo Prazzoli added conditional dipswitch support to Asterock.
- 0.76u2: Pierpaolo Prazzoli fixed dipswitches in to clone Asterock. Added 'Records Table' and 'Coin Mode'.
- 0.76u1: Pierpaolo Prazzoli added clone Asterock (Sidam 1979).
- 24th October 2003: Pierpaolo Prazzoli added Asterock, an Asteroids clone to the Asteroids driver.
- 0.68: Frank Palazzolo added new filter implementations to the asteroid/astdeluxe thrust sound. Derrick Renaud cleanup the discrete sound code and setup proper gain ratios and fixed saucer fire sound.
- 9th March 2003: Derrick Renaud submitted an improvement to Asteroids explosion sounds.
- 17th February 2003: Craig Aker fixed a problem in handling the LEDs in Asteroids Deluxe.
- 0.62: Improved sound in Asteroids [Ken Reneris].
- 3rd August 2002: Ken Reneris submitted another small improvement to the Asteroids discrete sound emulation and added phosphorescent persistence emulation to the vector graphics drawing code, possibly improving the look & feel of vector games.
- 24th July 2002: Ken Reneris and Keith Wilkins both submitted improvements to the discrete sound system in Asteroids.
- 0.58: Changed palettesize from 33024 to 32768 colors.
- 18th November 2001: Frank Palazzolo reported some progress with Asteroid sound emulation - only one of the sound effects remains incorrect.
- 17th January 2001: Bernd Wiebelt fixed a bug causing static in the discrete sound functions.
- 0.37b11: Some support for discrete component sound emulation [Keith Wilkins]. Replaced Custom sound with Discrete.
- 28th November 2000: Keith Wilkins sent in a discrete sound system update, fixing some sounds in Asteroids.
- 7th November 2000: Keith Wilkins sent in a preliminary version of discrete sound system emulation, not supporting any game yet.
- 0.37b3: Changed palettesize from 256 to 33024 colors.
- 0.36RC2: Added clone Asteroids (bootleg on Lunar Lander hardware).
- 28th February 2000: Juergen Buchmueller significantly improved the Asteroids sound simulation.
- 0.36RC1: Added Custom sound. Samples are no longer needed in Asteroids [Juergen Buchmueller].
- 15th February 2000: Juergen Buchmueller fixed some bugs in the Asteroids sound simulation.
- 13th February 2000: Juergen Buchmueller added preliminary analog sound simulation to Asteroids.
- 6th February 2000: Jarek Parchanski added better samples to Asteroids and Asteroids Deluxe.
- 0.33b7: Renamed (asteroid) to (asteroi1) and (asteroi2) to (asteroid). Inspired by Retrocade and Vector Dream, Bernd Wiebelt changed the vector games to use translucent vectors. Color intensities had to be lowered, if it feels to dark for you now, increase the gamma correction value.
- 0.30: Brad Oliver fixed the hiscore save. Changed description to 'Asteroids (rev 1)' and clone '(alternate version)' to 'Asteroids (rev 2)'.
- 0.29: Andrew Scott fixed high score saving in Asteroids.
- 0.27: Added clone Asteroids (alternate version).
- 0.26a: Some credits that were left out last time: Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their vecsim emulator which had emulated these games previously on the unix and the mac, and thanks to Neil Bradley for pointing out the critical bug in the vector generator engine which prevented Tempest from working.
- 0.26: Added Asteroids (Atari 1979). Game is playable with accurate colors and no sound. Thanks to the outstanding combined efforts of Brad Oliver, Bernd Wiebelt and Allard van der Bas, MAME entered in vectorial emulation world! All in a time, we have support for Asteroids, Asteroids Deluxe, Black Widow, Battlezone, Gravitar, Lunar Lander, Red Baron, Spaceduel and Tempest. Thanks to Al Kossow, Hedley Rainnie and Eric Smith for the code to their VECSIM emulator which had emulated these games previously on the UNIX and MAC. Control: Arrows = Left & Right rotate ship and Up trust, CTRL = Fire and ALT = Hyperspace.
- 15th September 1993: Dumped Asteroids (rev 1).
LEVELS: 1 (endless)
Other Emulators:
* AAE
* HiVE
* JAE
* Retrocade
Romset: 9 kb / 5 files / 7.00 zip