아스테로이즈 (개정판 2) Asteroids (rev 4)
마메롬파일은 마메에뮬레이터로 실행할수 있습니다. Roms info
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Roms
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Clone Roms Info (클론) 아스테락 Asterock (bootleg of Asteroids) 아스테로이즈 (개정판 1) Asteroids (rev 1) 아스테로이즈 (개정판 2) Asteroids (rev 2) 아스테로이즈 (루나 랜더 하드웨어 해적판) Asteroids (bootleg on Lunar Lander hardware) 메테오 Meteor (bootleg of Asteroids) 메테오라이트 Meteorites (bootleg of Asteroids) Hyperspace (bootleg of Asteroids) |
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# title | # gameover |
# flyer | # artwork preview |
# cabinet | # marquee |
# control panel |
Artwork
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Manuals
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History | history.dat
s (c) 1979 Atari.
Yet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an field. A number of large, slow-moving s drift randomly around the play area and must be shot by the player. When shot, the s will break into a number of smaller pieces which must also be shot until eventually, all of the s and fragments will be destroyed and the next wave begins.
s 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 - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot s would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
As well as the ever-present s, alien saucers also make a regular appearance. These move horizontally and diagonally around the screen, firing at the player's ship, and must be quickly destroyed.
CAST OF CHARACTERS :
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
Large - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium s.
Medium - Slightly smaller than Large s, but faster moving. Shooting one of these will result in two Small s.
Small - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
Small Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
[Upright model]
Dimensions :
25,25in. (64,14cm) wide
32in. (81,28cm) deep
71,87in. (182,54cm) high.
Upright cabinet monitor : 19in. B/W
The s upright cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of s (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 's' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
Game ID : 035127-035145
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Vector display (1024x768)
Buttons : 5
=> RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
- TRIVIA -
Released in November 1979.
Originally called 'Cosmos', s' original design brief was a simple copy of "Space Wars (Cinematronics)"; with s littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in s, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.
On 17 June 1980, Atari's s and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.
The first 200 s machines were actually "Lunar Lander" cabinets; s was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
s remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
* Remembrances from the Video Game Masters : working on s was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on s, I would play s for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the s floating around the screen.'.
Ed Logg : 'I was shooting the s all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing s, as were many other people.'.
On the overall popularity of s, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With s it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
Rich Adam recalled his own first encounter with s : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'.
Howard Delman described what it was like creating the sounds for s : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
* The Great 25-Cent Escape : On the intensity of playing s, Ed Rotberg recalled : 's was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In s it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the s can go, just all the tuning that Ed Logg put into that, is real artistry.'.
s is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in s continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
Rich Adam said : 's fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
And the game's epic quality was noted by Ed Rotberg : 'What s allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
There was a modified version of s that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of s in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving s was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
In a monumental display of overconfidence on the part of the Atari programmers, s rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
s keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
John McAllister holds the official record for this game with 41,838,740 points on April 5, 2010.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including .
s inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
An s unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
An upright s unit appears in the 38 Speical music video 'Caught Up In You'.
Official products releases:
s [Upright model]
s [Cocktail model]
s [Cabaret model]
Licensed products:
s (Taito Corp.)
s (Sega)
Meteor [Upright model] (Hoei)
Meteor [Cocktail model] (Hoei)
Super Meteor [Upright model] (Hoei)
Super Meteor [Cocktail model] (Hoei)
Unofficial products:
Asterock (Sidam)
e (Maxenti)
Meteor (Omni)
Meteorites (VGG)
Planet (Alca)
Hyperspace (unknown)
- UPDATES -
Revision 1 has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
Revision 2 says '1979 Atari' at the bottom of the title screen, instead of the 's by Atari' that was displayed in Revision 1. Also, the invulnerability glitch of Revision 1 is corrected.
Revision 4 :
1) Allow small saucer to use wrap-around feature,
2) Allow small saucer to fire immediately when entering the playing area, and
3) Prevent the intermittent loss of 3rd initial on 10th highest score.
- SCORING -
Large s : 20 points.
Medium s : 50 points.
Small s : 100 points.
Large Saucer : 200 points.
Small Saucer : 1000 points.
- TIPS AND TRICKS -
When you start the game, your spaceship will be in the middle of the screen with 4 large s heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large s 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 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 s on the screen at any one time. If the screen already contains 26 s of any size, then when you shoot a large it breaks up into only one medium , and when you shoot a medium it breaks up into only one small . You can completely destroy a large with only 3 shots instead of 7 when the screen is filled up like this.
In addition, you have to contend with large and small saucers. 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 a couple of things when shooting :
1) You can have 4 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.
* After 10,000 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 4 s coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger 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 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks 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, then 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.
- SERIES -
1. s (1979)
2. s Deluxe (1981)
3. Space Duel (1982)
4. Bls (1987)
5. s Hyper 64 (1999, Nintendo 64)
- STAFF -
Designed by : Lyle Rains
Programmed by : Ed Logg
Sound & Vector generator display system : Howard Delman
- PORTS -
* Consoles :
Atari 2600 (1979)
Atari 5200 (prototype only)
Atari 7800 (1984)
Atari XEGS
Nintendo Game Boy (1991)
Nintendo Game Boy (1995, "s / Missile Command")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sony PlayStation (1998, "s") : original game is initially locked.
Nintendo Game Boy Color (1999)
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
Nintendo Game Boy Advance (2005, "Pong / s / Yar's Revenge")
* Computers :
Apple II (1980)
Atari 800 (1981)
Tandy Color Computer (1981, "Star Blaster")
Tandy Color Computer (1981, "(Color) Meteoroids")
BBC B (1982, "Meteors" - Acornsoft)
Acorn Electron (1983, "Meteors - Acornsoft)
Tandy Color Computer (1983, "Microbes")
Sinclair ZX Spectrum (1985, " Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82)
Commodore C64 (1987, "Arcade Classics")
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")
PC [MS Windows, CD-ROM] (1998, "s") : original game is initially locked.
PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
Apple Macintosh (2000, "s") : original game is initially locked.
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Mobiles phone [Motorola T720] (2002)
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
Mobile phones (2007)
- SOURCES -
Game's rom.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Command.dat by Procyon Lotor
기타, 아스테로이즈(개정판2)
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