Pleiads (bootleg set 2)
Pleiads is a 2-D, space shooter style game. With its many interesting visual and audio effects, this game is sure to challenge the most avid player.
Each round of play includes 4 different stages. With the onset of the melodious background tune, the first stage of play begins.
Against a backdrop of planets and twinkling stars, the Earth City must be protected from sixteen attacking Martians. These Martian attackers have the ability to transform from flying Martians, to walking Martians, or to UFOs. The walking Martians build barriers across the Earth City. These barriers must be destroyed.
The Earth Spaceship can be maneuvered right and left. With the use of the 'warp' button, it can be randomly relocated when necessary. These, plus a backup of stationary defense weapons, aid in protecting the Earth City and Spaceship, as well as in destroying the Martian Attackers. When all but the two final Martians have been destroyed, a tone of dusk shades the Earth City. As these two attackers meet their end, the Earth Spaceship ascends into space to meet the challenge of Stage II.
In this second stage of play, the Earth Spaceship encounters eight Space Monsters. To destroy these Monsters, they must be hit in the direct center. When a Space Monster with burning wings is destroyed, up to 400 points can be added to your score. When all the Space Monsters have been destroyed, the Earth Spaceship prepares for Stage III.
In this third stage of play, the Earth Spaceship is confronted with the Martian Space Battleship and its unseen forces. This Martian Battleship contains five closed chambers, each protected by a rocket flame. Each chamber opens periodically at random, to release a defending reserve of Martian attackers. When a flame below an open chamber is extinguished, point value of the Martian Space Battleship increases. This enemy ship can be destroyed by either eliminating all sixteen Martian attackers, or by extinguishing all five rocket flames. When the Martian Space Battleship finally explodes, the Earth Spaceship moves on to Stage IV.
This last stage of play begins with an emergency signal, SOS, SOS, SOS, AT ONCE RETURN TO EARTH. The Earth Spaceship is now ready to be guided on its journey, through a landing corridor, back to its home base. The Earth Spaceship must be carefully maneuvered around other spaceships in order to avoid destruction. Clearing flags will add bonus points to your score. When the Earth Spaceship has been safely maneuvered to its arrival target, 500 to 4,000 points will be added to your score, while bursts of fireworks greet your arrival and signal the beginning of a new round of play.
Each round of play includes 4 different stages. With the onset of the melodious background tune, the first stage of play begins.
Against a backdrop of planets and twinkling stars, the Earth City must be protected from sixteen attacking Martians. These Martian attackers have the ability to transform from flying Martians, to walking Martians, or to UFOs. The walking Martians build barriers across the Earth City. These barriers must be destroyed.
The Earth Spaceship can be maneuvered right and left. With the use of the 'warp' button, it can be randomly relocated when necessary. These, plus a backup of stationary defense weapons, aid in protecting the Earth City and Spaceship, as well as in destroying the Martian Attackers. When all but the two final Martians have been destroyed, a tone of dusk shades the Earth City. As these two attackers meet their end, the Earth Spaceship ascends into space to meet the challenge of Stage II.
In this second stage of play, the Earth Spaceship encounters eight Space Monsters. To destroy these Monsters, they must be hit in the direct center. When a Space Monster with burning wings is destroyed, up to 400 points can be added to your score. When all the Space Monsters have been destroyed, the Earth Spaceship prepares for Stage III.
In this third stage of play, the Earth Spaceship is confronted with the Martian Space Battleship and its unseen forces. This Martian Battleship contains five closed chambers, each protected by a rocket flame. Each chamber opens periodically at random, to release a defending reserve of Martian attackers. When a flame below an open chamber is extinguished, point value of the Martian Space Battleship increases. This enemy ship can be destroyed by either eliminating all sixteen Martian attackers, or by extinguishing all five rocket flames. When the Martian Space Battleship finally explodes, the Earth Spaceship moves on to Stage IV.
This last stage of play begins with an emergency signal, SOS, SOS, SOS, AT ONCE RETURN TO EARTH. The Earth Spaceship is now ready to be guided on its journey, through a landing corridor, back to its home base. The Earth Spaceship must be carefully maneuvered around other spaceships in order to avoid destruction. Clearing flags will add bonus points to your score. When the Earth Spaceship has been safely maneuvered to its arrival target, 500 to 4,000 points will be added to your score, while bursts of fireworks greet your arrival and signal the beginning of a new round of play.
Ajouter
Télécharger Pleiads (bootleg set 2)
Contenu de la ROM :
Technique
CPU
- maincpu 8085A (@ 5 Mhz)
Chipset
- TMS36XX (@ 0 Mhz)
- Pleiads Custom
Affichage
- Orientation Tate
- Résolution 255 x 208
- Fréquence 61.035156 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 1
- Type de contrôle joy (2 ways)
Les clones de Pleiads (bootleg set 2)
Si vous avez aimé Pleiads (bootleg set 2)
Vous aimerez peut-être :
- Alligator Hunt
- Colony 7 (set 1)
- D-Con
- Dark Warrior
- Demoneye-X
- Galaxy Wars (Universal set 1)
- Laser Base (set 1)
- Liberator (set 1)
- Missile Command (rev 3)
- Orbitron
- Planet Probe (prototype?)
- Raiders
- Repulse
- Satan's Hollow (set 1)
- Senjyo
- Space Launcher
- Space Tactics
- Space Zap
- Tactician (set 1)
- The End
- War of the Worlds
Scoring de Pleiads (bootleg set 2)
Scoring is a little complicated in this game due to the fact it depends on hits made on the Martians in the later waves.
Flying Martian : 30 points (Last one of the wave is 130 points)
Walking Martian : 80 points
UFO : 150 points
Space Monster (small) just entering screen : 50 points
Space Monster (large) after entering screen : 100 points
Space Monster with one wing burning : 200 points
Space Monster with two wings burning : 400 points
Each hit on a Space Monster's wing : 20 points
The Martian Space Battleship has a different scoring system. It is dependent on how many exhaust flames you put out with laser fire. The chamber must be open for you to put out the fire. The scoring starts low on the first cycle of four waves and increments up from that point. Your sixth visit to the Martian Space Battleship has the potential to yield the most points. This is how the Martian Space Battleship is scored :
Cycle : 1 - Fires Out : 1 - 100 Points
Cycle : 1 - Fires Out : 2 - 200 Points
Cycle : 1 - Fires Out : 3 - 400 Points
Cycle : 1 - Fires Out : 4 - 800 Points
Cycle : 1 - Fires Out : 5 - 1600 Points
Cycle : 2 - Fires Out : 1 - 200 Points
Cycle : 2 - Fires Out : 2 - 400 Points
Cycle : 2 - Fires Out : 3 - 800 Points
Cycle : 2 - Fires Out : 4 - 1600 Points
Cycle : 2 - Fires Out : 5 - 3200 Points
Cycle : 3 - Fires Out : 1 - 300 Points
Cycle : 3 - Fires Out : 2 - 600 Points
Cycle : 3 - Fires Out : 3 - 1200 Points
Cycle : 3 - Fires Out : 4 - 2400 Points
Cycle : 3 - Fires Out : 5 - 4800 Points
Cycle : 4 - Fires Out : 1 - 400 Points
Cycle : 4 - Fires Out : 2 - 800 Points
Cycle : 4 - Fires Out : 3 - 1600 Points
Cycle : 4 - Fires Out : 4 - 3200 Points
Cycle : 4 - Fires Out : 5 - 6400 Points
Cycle : 5 - Fires Out : 1 - 500 Points
Cycle : 5 - Fires Out : 2 - 1000 Points
Cycle : 5 - Fires Out : 3 - 2000 Points
Cycle : 5 - Fires Out : 4 - 4000 Points
Cycle : 5 - Fires Out : 5 - 8000 Points
Cycle : 6 - Fires Out : 1 - 600 Points
Cycle : 6 - Fires Out : 2 - 1200 Points
Cycle : 6 - Fires Out : 3 - 2400 Points
Cycle : 6 - Fires Out : 4 - 4800 Points
Cycle : 6 - Fires Out : 5 - 9600 Points
Every cycle after the sixth gives the same amount of points as the fifth cycle.
During the landing sequence in wave 4, you get points for the following :
Collecting flags : 100- 600 points
Successful landing : 500-4000 points plus a fireworks display per 500 points awarded (i.e. 1500 points yields three fireworks bursts).
Flying Martian : 30 points (Last one of the wave is 130 points)
Walking Martian : 80 points
UFO : 150 points
Space Monster (small) just entering screen : 50 points
Space Monster (large) after entering screen : 100 points
Space Monster with one wing burning : 200 points
Space Monster with two wings burning : 400 points
Each hit on a Space Monster's wing : 20 points
The Martian Space Battleship has a different scoring system. It is dependent on how many exhaust flames you put out with laser fire. The chamber must be open for you to put out the fire. The scoring starts low on the first cycle of four waves and increments up from that point. Your sixth visit to the Martian Space Battleship has the potential to yield the most points. This is how the Martian Space Battleship is scored :
Cycle : 1 - Fires Out : 1 - 100 Points
Cycle : 1 - Fires Out : 2 - 200 Points
Cycle : 1 - Fires Out : 3 - 400 Points
Cycle : 1 - Fires Out : 4 - 800 Points
Cycle : 1 - Fires Out : 5 - 1600 Points
Cycle : 2 - Fires Out : 1 - 200 Points
Cycle : 2 - Fires Out : 2 - 400 Points
Cycle : 2 - Fires Out : 3 - 800 Points
Cycle : 2 - Fires Out : 4 - 1600 Points
Cycle : 2 - Fires Out : 5 - 3200 Points
Cycle : 3 - Fires Out : 1 - 300 Points
Cycle : 3 - Fires Out : 2 - 600 Points
Cycle : 3 - Fires Out : 3 - 1200 Points
Cycle : 3 - Fires Out : 4 - 2400 Points
Cycle : 3 - Fires Out : 5 - 4800 Points
Cycle : 4 - Fires Out : 1 - 400 Points
Cycle : 4 - Fires Out : 2 - 800 Points
Cycle : 4 - Fires Out : 3 - 1600 Points
Cycle : 4 - Fires Out : 4 - 3200 Points
Cycle : 4 - Fires Out : 5 - 6400 Points
Cycle : 5 - Fires Out : 1 - 500 Points
Cycle : 5 - Fires Out : 2 - 1000 Points
Cycle : 5 - Fires Out : 3 - 2000 Points
Cycle : 5 - Fires Out : 4 - 4000 Points
Cycle : 5 - Fires Out : 5 - 8000 Points
Cycle : 6 - Fires Out : 1 - 600 Points
Cycle : 6 - Fires Out : 2 - 1200 Points
Cycle : 6 - Fires Out : 3 - 2400 Points
Cycle : 6 - Fires Out : 4 - 4800 Points
Cycle : 6 - Fires Out : 5 - 9600 Points
Every cycle after the sixth gives the same amount of points as the fifth cycle.
During the landing sequence in wave 4, you get points for the following :
Collecting flags : 100- 600 points
Successful landing : 500-4000 points plus a fireworks display per 500 points awarded (i.e. 1500 points yields three fireworks bursts).
Tips sur Pleiads (bootleg set 2)
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a city on either side at the corner, two radar dishes to your left, and some fighters and missiles to your right. This is the beginning of wave 1.
WAVE 1
1) There are three types of units you need to be aware of and what they do :
a) Flying Martians fly in a zig-zag pattern and drop bombs along their route. The bombs are pretty easy to avoid.
b) Walking Martians lay barriers across your field of fire. The Martians can shoot through the barriers but you must destroy them to be able to shoot the Martians. The barriers themselves are worth no points.
c) UFO's rarely fire at your fighter. Instead, they attempt to ram and destroy your fighter. They move in a quicker zig-zag type pattern.
2) The two radar dishes are very helpful so you need to protect them. They not only warn of a new wave of Martians, but they also take pot shots at the Martians. If they score a hit, you get credited with the points.
3) Other items on the screen serve as cover for your fighter.
4) Once you are down to the last two fighters, be ready because they tend to do more chaotic moves to avoid getting hit while dropping bombs at the same time.
WAVE 2
1) The Space Monsters all start small. They come from the top doing a lazy zig-zag pattern. It is a good idea to try to take out at least four of them.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to flame one of their wings. If you do this, it forces them to go straight down until the wing fire is put out. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to flame both wings of each of the Space Monsters remaining before destroying them. You get a lot more points for it.
4) One trick some players do is to go all the way to the left corner on the remaining Space Monster. It lines up in such a way that the bombs miss your fighter. Then you just keep hitting the fire button, which results in you constantly hitting the wing (20 points a hit). Some players rack up a couple of thousand points before the Space Monster is coming down too fast for them to hit.
WAVE 3
1) Your goal on this wave is to extinguish the five exhaust flames under the Martian Space Battleship. You can only extinguish a flame when the chamber door is open. They open and close at random times but if you are trying to put out the fifth flame, it will open and close quickly.
2) Try to remain under the battleship as much as possible so you can quickly extinguish the flame. Sometimes the door opens and closes quickly.
3) The only points you will get for the Martian Space Battleship will be from the number of flames you put out. This wave is your biggest point getter (and easier) in the game.
4) If you destroy all 16 of the escorts before you put out all the flames on the battleship, then the wave is over and you get whatever points the battleship was worth.
5) Conversely, if you destroy the battleship before you destroy the 16 escorts, the wave also ends with you getting full points for the battleship. The points being dependent on the cycle you are on.
6) This time, you are only attacked by the Flying Martians and UFO's. They will either come in from the sides by the battleship or they will exit one of the chambers above the flame (or where the flame used to be). Again, the Flying Martians will drop a volley of bombs while the UFO's will just try to ram your fighter.
WAVE 4
1) When you first approach the airstrip, take a quick look around it to see where the other fighters are parked and where the flags are located at. In the later levels, the spacing becomes very tight so you will need precision movements to navigate around.
2) Your fighter will be constantly moving so you will need to adjust it left or right constantly or it will drift in whatever its last direction was.
3) If you have a chance to get a flag, and it doesn't put you into a bad situation movement-wise, then get it. If not, just concentrate on getting to the target.
4) Your main goal is to get into the target dead center to get the maximum points for landing.
Once you complete wave 4, the cycle begins anew.
WAVE 1
1) There are three types of units you need to be aware of and what they do :
a) Flying Martians fly in a zig-zag pattern and drop bombs along their route. The bombs are pretty easy to avoid.
b) Walking Martians lay barriers across your field of fire. The Martians can shoot through the barriers but you must destroy them to be able to shoot the Martians. The barriers themselves are worth no points.
c) UFO's rarely fire at your fighter. Instead, they attempt to ram and destroy your fighter. They move in a quicker zig-zag type pattern.
2) The two radar dishes are very helpful so you need to protect them. They not only warn of a new wave of Martians, but they also take pot shots at the Martians. If they score a hit, you get credited with the points.
3) Other items on the screen serve as cover for your fighter.
4) Once you are down to the last two fighters, be ready because they tend to do more chaotic moves to avoid getting hit while dropping bombs at the same time.
WAVE 2
1) The Space Monsters all start small. They come from the top doing a lazy zig-zag pattern. It is a good idea to try to take out at least four of them.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to flame one of their wings. If you do this, it forces them to go straight down until the wing fire is put out. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to flame both wings of each of the Space Monsters remaining before destroying them. You get a lot more points for it.
4) One trick some players do is to go all the way to the left corner on the remaining Space Monster. It lines up in such a way that the bombs miss your fighter. Then you just keep hitting the fire button, which results in you constantly hitting the wing (20 points a hit). Some players rack up a couple of thousand points before the Space Monster is coming down too fast for them to hit.
WAVE 3
1) Your goal on this wave is to extinguish the five exhaust flames under the Martian Space Battleship. You can only extinguish a flame when the chamber door is open. They open and close at random times but if you are trying to put out the fifth flame, it will open and close quickly.
2) Try to remain under the battleship as much as possible so you can quickly extinguish the flame. Sometimes the door opens and closes quickly.
3) The only points you will get for the Martian Space Battleship will be from the number of flames you put out. This wave is your biggest point getter (and easier) in the game.
4) If you destroy all 16 of the escorts before you put out all the flames on the battleship, then the wave is over and you get whatever points the battleship was worth.
5) Conversely, if you destroy the battleship before you destroy the 16 escorts, the wave also ends with you getting full points for the battleship. The points being dependent on the cycle you are on.
6) This time, you are only attacked by the Flying Martians and UFO's. They will either come in from the sides by the battleship or they will exit one of the chambers above the flame (or where the flame used to be). Again, the Flying Martians will drop a volley of bombs while the UFO's will just try to ram your fighter.
WAVE 4
1) When you first approach the airstrip, take a quick look around it to see where the other fighters are parked and where the flags are located at. In the later levels, the spacing becomes very tight so you will need precision movements to navigate around.
2) Your fighter will be constantly moving so you will need to adjust it left or right constantly or it will drift in whatever its last direction was.
3) If you have a chance to get a flag, and it doesn't put you into a bad situation movement-wise, then get it. If not, just concentrate on getting to the target.
4) Your main goal is to get into the target dead center to get the maximum points for landing.
Once you complete wave 4, the cycle begins anew.
Pleiads (bootleg set 2) et M.A.M.E.
0.35RC1 [Eric Hustvedt]
0.33b7 [Paul Swan]
0.07 [Nicola Salmoria]
Bugs:
- "Pleiads" side-by-side test. Gary Walton (ID 01027)
- [possible] The sounds that the enemy ships make in Pleiads are now WAY too low. Dutch (ID 01191)
- Clone pleiadce: Shot sound and melody is missing in Pleiads (Centuri). MASH (ID 01988)
WIP:
- 0.141u4: Couriersud fixed Pleiads colours (high/low palette bits exchanged). Swapped proms ($0, 100).
- 0.130u2: Removed 2nd button.
- 0.129u4: Changed Custom sound to Pleiads Custom.
- 16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got Pleiads.
- 0.125u9: Couriersud fixed Fatal error in Pleiads.
- 0.122u7: Pleiads updates [Couriersud]: Video timing from schematics. Palette from schematics (resnet.h). No more colortable. Changed 8085A CPU1 clock speed to 5.5MHz.
- 0.122u6: Robbert fixed background for player 2 is not displayed in cocktail mode. Changed visible area to 208x256 and VSync to 61.035156 Hz.
- 0.98u2: MASH fixed Pleiads palette banking.
- 0.95u3: Derrick Renaud removed Phoenix sound from Pleiads. Added Discrete sound to clone Capitol.
- 0.77u2: Pierpaolo Prazzoli added clone Capitol (Universal Video Spiel 1981).
- 23rd November 2003: Pierpaolo Prazzoli added Capitol to the Phoenix driver.
- 0.37b15: Replaced 8080 CPU with 8085A (2.75 MHz). Added 'Demo Sounds' dipswitch.
- 9th April 2001: Zsolt Vasvari fixed the dipswitch settings in Phoenix and Pleiads.
- 0.37b14: Added 'Cabinet' dipswitch.
- 26th July 2000: Juergen Buchmueller fixed a palette bank select bug in Pleiads.
- 0.36: Removed 2nd TMS36XX.
- 0.36RC2: Added 2x TMS36XX sound.
- 12th March 2000: Juergen Buchmueller sent in a sound core for TMS36xx sound chips emulation and modified Phoenix, Pleiads, Naughty Boy, Pop Flamer and Monster Bash to use it.
- 0.36b7: Added Custom sound.
- 0.35RC1: Eric Hustvedt added Pleiads (Tehkan). Changed 'Pleiads (Tehkan, bootleg)' to clone 'Pleiads (bootleg)'. Renamed (pleiads) to (pleiadbl).
- 10th June 1999: Eric Hustvedt added the original romset of Pleiads (Tehkan).
- 0.35b6: Replaced I8085 CPU with I8080.
- 0.35b1: Zsolt Vasvari fixed protection in Pleiads (which made game resets not work). Changed description to 'Pleiads (Tehkan, bootleg)'.
- 0.34b4: Pleiads colors might be correct now [Nicola Salmoria].
- 0.33b7: Renamed (pleiads) to (pleiadce) and (pleitek) to (pleiads).
- 0.31: Paul Swan added clone Pleiads (Tehkan). Changed parent description to 'Pleiads (Centuri)'.
- 0.29: Fixed gfx rom loading.
- 0.27: Andrew Scott improved sound in Pleiads.
- 0.23: Added HiSore support.
- 0.21.5: Fixed a bug in sound init of Pleiads that caused the game to crash under DOS.
- 0.14: Renamed (pleiades) to (pleiads).
- 0.13: Richard Davies provided a new Phoenix/Pleiads driver with partial sound support.
- 0.10: I had broken Pleiades, fixed [Nicola Salmoria]. That's the drawback of emulating more than 60 games, I can't check them all before releasing a new version.
- 0.07: Added Pleiads (Centuri 1981)). Game is playable with wrong colors and no sound. Control: Arrows = Move around CTRL = Fire and ALT = Teleport. This runs on the same hardware as Phoenix.
LEVELS: 3
Other Emulators:
* JAE
* Retrocade
Romset: 25 kb / 14 files / 16.4 zip
0.33b7 [Paul Swan]
0.07 [Nicola Salmoria]
Bugs:
- "Pleiads" side-by-side test. Gary Walton (ID 01027)
- [possible] The sounds that the enemy ships make in Pleiads are now WAY too low. Dutch (ID 01191)
- Clone pleiadce: Shot sound and melody is missing in Pleiads (Centuri). MASH (ID 01988)
WIP:
- 0.141u4: Couriersud fixed Pleiads colours (high/low palette bits exchanged). Swapped proms ($0, 100).
- 0.130u2: Removed 2nd button.
- 0.129u4: Changed Custom sound to Pleiads Custom.
- 16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got Pleiads.
- 0.125u9: Couriersud fixed Fatal error in Pleiads.
- 0.122u7: Pleiads updates [Couriersud]: Video timing from schematics. Palette from schematics (resnet.h). No more colortable. Changed 8085A CPU1 clock speed to 5.5MHz.
- 0.122u6: Robbert fixed background for player 2 is not displayed in cocktail mode. Changed visible area to 208x256 and VSync to 61.035156 Hz.
- 0.98u2: MASH fixed Pleiads palette banking.
- 0.95u3: Derrick Renaud removed Phoenix sound from Pleiads. Added Discrete sound to clone Capitol.
- 0.77u2: Pierpaolo Prazzoli added clone Capitol (Universal Video Spiel 1981).
- 23rd November 2003: Pierpaolo Prazzoli added Capitol to the Phoenix driver.
- 0.37b15: Replaced 8080 CPU with 8085A (2.75 MHz). Added 'Demo Sounds' dipswitch.
- 9th April 2001: Zsolt Vasvari fixed the dipswitch settings in Phoenix and Pleiads.
- 0.37b14: Added 'Cabinet' dipswitch.
- 26th July 2000: Juergen Buchmueller fixed a palette bank select bug in Pleiads.
- 0.36: Removed 2nd TMS36XX.
- 0.36RC2: Added 2x TMS36XX sound.
- 12th March 2000: Juergen Buchmueller sent in a sound core for TMS36xx sound chips emulation and modified Phoenix, Pleiads, Naughty Boy, Pop Flamer and Monster Bash to use it.
- 0.36b7: Added Custom sound.
- 0.35RC1: Eric Hustvedt added Pleiads (Tehkan). Changed 'Pleiads (Tehkan, bootleg)' to clone 'Pleiads (bootleg)'. Renamed (pleiads) to (pleiadbl).
- 10th June 1999: Eric Hustvedt added the original romset of Pleiads (Tehkan).
- 0.35b6: Replaced I8085 CPU with I8080.
- 0.35b1: Zsolt Vasvari fixed protection in Pleiads (which made game resets not work). Changed description to 'Pleiads (Tehkan, bootleg)'.
- 0.34b4: Pleiads colors might be correct now [Nicola Salmoria].
- 0.33b7: Renamed (pleiads) to (pleiadce) and (pleitek) to (pleiads).
- 0.31: Paul Swan added clone Pleiads (Tehkan). Changed parent description to 'Pleiads (Centuri)'.
- 0.29: Fixed gfx rom loading.
- 0.27: Andrew Scott improved sound in Pleiads.
- 0.23: Added HiSore support.
- 0.21.5: Fixed a bug in sound init of Pleiads that caused the game to crash under DOS.
- 0.14: Renamed (pleiades) to (pleiads).
- 0.13: Richard Davies provided a new Phoenix/Pleiads driver with partial sound support.
- 0.10: I had broken Pleiades, fixed [Nicola Salmoria]. That's the drawback of emulating more than 60 games, I can't check them all before releasing a new version.
- 0.07: Added Pleiads (Centuri 1981)). Game is playable with wrong colors and no sound. Control: Arrows = Move around CTRL = Fire and ALT = Teleport. This runs on the same hardware as Phoenix.
LEVELS: 3
Other Emulators:
* JAE
* Retrocade
Romset: 25 kb / 14 files / 16.4 zip