BeatHead (prototype)| 1993 |
Description:
Notes:
Notes:
Release type:
Developer: Atari Games
Controls/Input Device: Control(joy8way), Buttons(2)
Number of Players: 2
Rating:
Creator:
More Creator:
More Coder/Software:
Developer: Atari Games
Controls/Input Device: Control(joy8way), Buttons(2)
Number of Players: 2
Rating:
Creator:
More Creator:
More Coder/Software:
Publisher:
Manufacturer:
Genre:
License from/Copyright:
Graphics/Artwork:
Music:
SoundFX:
System/ConversionClass:
SoundMix: Mono
Manufacturer:
Genre:
License from/Copyright:
Graphics/Artwork:
Music:
SoundFX:
System/ConversionClass:
SoundMix: Mono
URL: Official:
URL: Rules:
URL: Hints:
URL: Cheats:
URL: Reviews:
BeatHead (prototype) VGMuseum Game Endings
BeatHead (prototype) on CAESAR
BeatHead (prototype) high score and replay at MARP
BeatHead (prototype) on datObase
URL: Rules:
URL: Hints:
URL: Cheats:
URL: Reviews:
BeatHead (prototype) VGMuseum Game Endings
BeatHead (prototype) on CAESAR
BeatHead (prototype) high score and replay at MARP
BeatHead (prototype) on datObase
Mameinfo.dat entry:
0.37b10 [Yochizo]
WIP:
- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.
- 0.147u1: Fixed maincpu rom loading.
- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.
- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.
- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.
- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.
- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.
- 25th April 1999: Dumped Omega Fighter Special.
LEVELS: 8 (restarts once)
Other Emulators:
* FB Alpha
* JFF
* Raine
Recommended Games (Star Force):
Catacomb
Vega
Espial
Night Star (DECO Cassette)
Nova 2001
Star Jacker
Stunt Air
Zodiack
Star Force
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Mission 660
Rafflesia
S.R.D. Mission
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
Blast Off
Blazing Lazers
GunHed (Tourvision PCE bootleg)
The Next Space
Omega Fighter
Super Star Soldier (Tourvision PCE bootleg)
Lethal Thunder
Pollux
Strike Gunner S.T.G
Vimana
Explosive Breaker
Final Star Force
Galmedes
Gunlock
GunNail
Nebulas Ray
Super-X
Gekirindan
Viper Phase 1
Fever SOS
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
0.37b10 [Yochizo]
WIP:
- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.
- 0.147u1: Fixed maincpu rom loading.
- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.
- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.
- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.
- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.
- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.
- 25th April 1999: Dumped Omega Fighter Special.
LEVELS: 8 (restarts once)
Other Emulators:
* FB Alpha
* JFF
* Raine
Recommended Games (Star Force):
Catacomb
Vega
Espial
Night Star (DECO Cassette)
Nova 2001
Star Jacker
Stunt Air
Zodiack
Star Force
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Mission 660
Rafflesia
S.R.D. Mission
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
Blast Off
Blazing Lazers
GunHed (Tourvision PCE bootleg)
The Next Space
Omega Fighter
Super Star Soldier (Tourvision PCE bootleg)
Lethal Thunder
Pollux
Strike Gunner S.T.G
Vimana
Explosive Breaker
Final Star Force
Galmedes
Gunlock
GunNail
Nebulas Ray
Super-X
Gekirindan
Viper Phase 1
Fever SOS
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Beat Head (c) 1993 Atari Games.
Jump on the tiles that match your color or that have your color and your opponent's color. Jump on enough to fill your spaces before your opponent fills his.
- TECHNICAL -
Main CPU : ASAP (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
Beat Head has nothing remotely resembling Sprites or M.O.s., the hardware is a fairly naive bitmap, although it is implemented in VRAM, which allows, e.g. fast copies to reduce the CPU needed for static content.
Beat Head is the only Atari Coin-Op game to derive its 'time base' from the audio, and to do so uses a rarely used feature of CPU/Audio communication. A bug there would not affect any other game, and would manifest in Beat Head as timeouts and 'jerks' as the video was re-sync'd to the audio.
- TRIVIA -
At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. The reason for the very limited number of 'waves' is that the game did not get past a 'short field-test' stage. It was intended to be out only a few days. Atari had a pretty bad rep in those days, which showed in the cash box. And Beat Head had fairly powerful enemies within Atari, so it was killed at a very preliminary stage of the program. It certainly was never intended to be so limited.
The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'.
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=221&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
Beat Head (c) 1993 Atari Games.
Jump on the tiles that match your color or that have your color and your opponent's color. Jump on enough to fill your spaces before your opponent fills his.
- TECHNICAL -
Main CPU : ASAP (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
Beat Head has nothing remotely resembling Sprites or M.O.s., the hardware is a fairly naive bitmap, although it is implemented in VRAM, which allows, e.g. fast copies to reduce the CPU needed for static content.
Beat Head is the only Atari Coin-Op game to derive its 'time base' from the audio, and to do so uses a rarely used feature of CPU/Audio communication. A bug there would not affect any other game, and would manifest in Beat Head as timeouts and 'jerks' as the video was re-sync'd to the audio.
- TRIVIA -
At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. The reason for the very limited number of 'waves' is that the game did not get past a 'short field-test' stage. It was intended to be out only a few days. Atari had a pretty bad rep in those days, which showed in the cash box. And Beat Head had fairly powerful enemies within Atari, so it was killed at a very preliminary stage of the program. It certainly was never intended to be so limited.
The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'.
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=221&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 00980 0000001E FFFFFFFF Infinite Credits
00000001 199CC 0000000D FFFFFFFF Tiles Got = 13 Now! PL1 or Player 1 wins Now!
00000001 199CC 00000000 FFFFFFFF Tiles Got = 0 Now! PL1
00000001 19A48 0000000D FFFFFFFF Tiles Got = 13 Now! PL2 or Player 2 wins Now!
00000001 19A48 00000000 FFFFFFFF Tiles Got = 0 Now! PL2
Credit Pugsy's MAME Cheat file
00000000 00980 0000001E FFFFFFFF Infinite Credits
00000001 199CC 0000000D FFFFFFFF Tiles Got = 13 Now! PL1 or Player 1 wins Now!
00000001 199CC 00000000 FFFFFFFF Tiles Got = 0 Now! PL1
00000001 19A48 0000000D FFFFFFFF Tiles Got = 13 Now! PL2 or Player 2 wins Now!
00000001 19A48 00000000 FFFFFFFF Tiles Got = 0 Now! PL2
Credit Pugsy's MAME Cheat file