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Atomic Robo-kid

 
Arcade
Arcade
Platform:

Atomic Robo-kid

| 1988
Genre:
Style:
Theme:
Description:


Notes:
Release type:
Developer: UPL
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
Coder/Software:
Game Awards Nominations:
Game Awards Won:
Title a.k.a.:
Slogans:
Avg. Playtime:
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


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Romset: 2016 kb / 8 files / 457.8 zip


Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Atomic Robo-Kid (c) 1988 UPL.

In the 21st century, a blast of cosmic radiation bombarded Terra-12, a deep-space outpost of Earth, hideously mutating all transplanted life. A fleet of savage beings followed the radiation wave and invaded the planet, and began the systematic destruction of all remaining sentient life. Years of battling the alien 'governors' have gone by, and now only one hope survives to avenge the desperate Terran colonists.

The player controls the Atomic Robo-Kid through six stages of increasing difficulty, facing an alien "governor" boss, which are so large as to be considered levels themselves, followed by a "duel" level against other Robo-Kid sized robots. Many levels branch into others, giving the player the choice over which zone to enter next, increasing replayability.

Robo-Kid can collect four different weapons. Whichever weapon is selected is lost when Robo-kid loses a life. In addition to his default gun, Robo-Kid is able collect powerups for a shield that activates on enemy contact, rapid fire, and speed powerups. The player can also encounter a friendly dinosaur-looking robot that sells weapons and shields to Robo-kid using extra lives as currency.

- TECHNICAL -

Game ID : UPL-88013

Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Atomic Robo-Kid was released in November 1988.

Act-3 main melody was taken from Gary Moore's Thunder Rising.

Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990]

Reviews:
[FR] November 1992 - Consoles+ No. 14: 91/100

- UPDATES -

In the export (non-Japanese) versions, the highscore table contains only 3 letters. The original Japanese version can contains an entire name.

- TIPS AND TRICKS -

* Choose Start Level :
1) After inserting a coin, press p1 attack button while pressing 1p start.
2) Enter the code (codes appear after Act5 at the beginning of the level).

- STAFF -

Game designer : Tsutomu Fuzisawa
Chief programmer : Toshio Arai
Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima
Background designers : Noriko Nihei, Akemi Tsunoda
Effects : Kohji Abe
Compose & Music : Mecano Associates

- PORTS -

* Consoles :
NEC PC-Engine [JP] (1989) "Atomic Robo-Kid Special [Model UP01001]"
Sega Mega Drive [JP] (December 1990) "Atomic Robo-Kid [Model T-24013]"
Sega Genesis [US] (December 1990) "Atomic Robo-Kid [Model T-24016]"

* Computers :
Commodore C64 [US] (1989) Atomic Robo-Kid
Atari ST (1990)
Commodore Amiga (1990)
Sharp X68000 [JP] (December 20, 1990) Atomic Robo-Kid

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=147&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 0E108 00000012 FFFFFFFF Infinite Credits
00000000 0E190 00000099 FFFFFFFF Infinite Time
00000000 0E021 00000005 FFFFFFFF Infinite Lives
20900000 0534E 0000C9B7 FFFFFFFF Invincibility (Test)
20910000 06051 00000030 FFFFFFFF Invincibility (Test) (2/7) 1st = Master Code but you can't touch the gate of the exit or shop
20910000 060C4 00000030 FFFFFFFF Invincibility (Test) (3/7) 2nd - 5th = Enabled to pass the gate
20910000 134CC 00000030 FFFFFFFF Invincibility (Test) (4/7) call $534E -> call $0030
20910000 13566 00000030 FFFFFFFF Invincibility (Test) (5/7)
20B10000 00030 E19221FD FFFFFFFF Invincibility (Test) (6/7) 6th & 7th = Added original opcode to extended area ($0030-$0036)
20A10000 00034 005352C3 FFFFFFFF Invincibility (Test) (7/7) 6th = iy,$E192, 7th = jp $5352
00000000 0F0BE 00000000 00000010 Rapid Fire
00000000 0F0C2 00000001 FFFFFFFF Always Have Fly
00000000 0F0C3 00000001 FFFFFFFF Always Have Speed Up
00000000 0F0CB 00000001 FFFFFFFF Always Have Rapid Fire Item
00000000 0F0C5 00000001 00000001 Always Have Fire-2
00010001 0F0C6 00000001 FFFFFFFF Always Have Fire-2 (2/2)
00000000 0F0C5 00000002 00000002 Always Have 3-Way Beam
00010001 0F0C6 00000002 FFFFFFFF Always Have 3-Way Beam (2/2)
00000000 0F0C5 00000004 00000004 Always Have Missile
00010001 0F0C6 00000004 FFFFFFFF Always Have Missile (2/2)
00000000 0F0C5 00000008 00000008 Always Have 5-Way Vulcan
00010001 0F0C6 00000008 FFFFFFFF Always Have 5-Way Vulcan (2/2)
60000000 00000 00000000 00000000
20800000 000F7 00000098 FFFFFFFF Skip RAM/ROM Check It's better to use together with Pre-Enable
20810000 032BB 000000C3 FFFFFFFF Skip RAM/ROM Check (2/2)

Credit Pugsy's MAME Cheat file
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