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Gorf (program 1, with German Language ROM) |
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| URL: http://datobase.arcadehits.net/gorfpgm1g |
Manufacturer : Midway ? Year : 1981 ? Category : Shooter / Gallery ? Nplayers : 2P alt ? Driver : astrocde.c ? This rom is a clone of gorf |
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samples : gorf.zip ( 1.1 Mo ) |
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| artwork : gorf.zip ( 422 Ko ) | |
| hiscore.dat support : NO | |
| cheat.dat support : NO | |
| command.dat support : NO | |
| romset and CRC info : detail | |
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flyer does not exist
title screen does not exist |
Gorf (c) 1981 Midway.
The player's goal is to defeat the Gorfian Empire and safeguard the future of mankind. Gorf is a single screen shoot-em-up in the classic "Space Invaders" mould, the prime difference being that Gorf offers 5 distinct levels of shooting action. The levels are as follows : * Mission 1, Astro Battles : The first mission is more or less a straight clone of "Space Invaders", set against a sky-blue background. The player is protected by a glittering parabolic forcefield, which is gradually worn away by enemy projectiles. The forcefield also works in BOTH directions and therefore it must momentarily deactivate in order for the player's ship to fire out. To advance to the next mission, the player must destroy all the invaders. * Mission 2, Laser Attack : The other missions are all set in space. In this mission, the player is faced with 2 formations each made up of 5 enemies. The formations are cross-shaped, and at the bottom of each formation is a single laser gun. The laser guns fire a long, dangerous yellow beam at regular intervals. At the same time, the other enemies may break formation and attempt to divebomb the player. Destroying a laser gun causes the corresponding formation to break apart. To advance to the next mission, the player must destroy all the enemies. * Mission 3, Galaxians : This mission is a clone of "Galaxian". The player is faced with a swarm of galaxians, which continually divebomb and shower the player with deadly projectiles. To advance to the next mission, the player must destroy all the galaxians. * Mission 4, Space Warp : A wormhole is situated in the middle of the screen out of which enemies ships emerge - one-at-a-time - and spiral outward at increasing speed; whilst growing larger and flinging fireballs at the player. The Space Warp level would have an influence on Konami's superb "Gyruss", released 2 years' earlier. To advance to the next mission, the player must survive a number of these enemies. * Mission 5, Flagship : The final mission is a 1-on-1 confrontation with the alien Flag-ship itself. The Flagship is one of the earliest examples of the 'boss' enemy in mainstream video games. It is equipped with its own forcefield, through which the player must blast in order to get a clean shot on the ship. It is also armed with a powerful fireball weapon. The player's weapon has a minor effect on the Flagship's hull, and can only blast off tiny pieces of it. This adds to the player's problems, as stray pieces of hull can destroy their ship. These pieces can be destroyed with a single shot. The only way to destroy the Flagship is to hit the glowing reactor at the heart of the ship, either by first blasting away the hull to expose it, or by managing to fire a shot directly into the tiny vent that leads to the reactor. Each time the Flagship is destroyed, the player advances in rank. Initially, the player begins with the rank of Space Cadet, before moving on to Space Captain, Space Colonel, Space General, Space Warrior, and finally Space Avenger. The player's spaceship is equipped with a Quark Laser which allows the player to cancel a poorly aimed shot and fire another shot. - TECHNICAL - Gorf arcade units came in a blue and grey dedicated cabinet with sticker sideart of several spaceships locked in battle. Cabaret and cocktail versions were also common (the cabaret models had wood grain paneling with no sideart) Play was controlled with a center mounted 'flight yolk' type controller. Bally Midway Astrocade hardware Main CPU : Z80 (@ 1.789773 Mhz) Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01 Screen orientation : Vertical Video resolution : 204 x 320 pixels Screen refresh : 60.00 Hz Palette colors : 256 Players : 2 Control : 8-way joystick with a trigger - TRIVIA - Released in February 1981, Gorf was the first game ever to show multiple scenes. Gorf has achieved the status of 'true status' and became legendary for its groundbreaking, yet almost unintelligible speech. Note : ever notice that GORF is FROG spelled backwards? Seriously, GORF is an acronym for 'Galactic Orbital Robot Force'. The game's creator, Jay Fenton, designed a sequel to Gorf called 'Ms. Gorf', but it was never released. The game's programmer, Jay Fenton, underwent a sex change and is now known as Jamie Fenton. A Star Trek tie in was originally planned by Midway, but when the first movie fell flat, the Enterprise sprite was reused as the Gorf flagship. During the attract modes and gameplay, Gorf says a number of humorous things. Some examples are: "Try again, I devour coins!", "Ha ha ha ha!", "Prepare for annihilation!", "All hail the supreme Gorfian Empire!" and the infamous "Long Live Gorf!". Todd Rogers holds the official record for this game with 653,990 points. A Gorf unit appears in the 1982 movie 'Fast Times at Ridgemont High' and in the 1983 movie 'Joysticks'. An upright Gorf unit appears in the 38 Special music video 'Caught Up In You'. - SCORING - Space Invaders (all) : 50 points Destroying Gorfian robot distributing Space Invaders : 300 points Mystery Saucer : 100 points Back and Forth Saucer : 300 points NOTE : If you hit a Space Invader when it is being launched from the Gorfian robot, you get 100 points. Laser Ships : 300 points Escorts for Laser Ships : 100 points All Galaxians not attacking : 50 points Yellow Galaxian attacking : 60 points Blue Galaxian attacking : 80 points Red Galaxian attacking : 100 points Galaxian Flagship : 300 points Enemy fighters in Space Warp : 100 points Flagship : Each hit : 20 points Escorts : 100 points Destroying a piece of debris : 150 points Destroying Flagship : 1000 points Gorfian robots (appear randomly) : 300 points - TIPS AND TRICKS - * The action starts immediately as soon as you start your game. The first sight that will greet you are the Space Invaders. From that point on, the action will be non-stop with the only things changing are your rank and the difficulty of the enemies. Also, there is an interesting quirk in the game. If your ship hits a displayed score (after destroying some enemy), your ship will be destroyed. So avoid flying into scores. Also, you can only have one shot up at a time. This, though, can be countered by the fact that you can prematurely end a shot and fire another thus saving yourself a lot of time and perhaps your ship. * Due to Gorf's limited hardware not being powerful enough to move the game's colourful sprites around easily, it's possible, on the Astro Battles screen, to slow the last two invaders down to a crawl; simply by repeatedly firing. On the Laser Attack screen, if you shoot all the enemy ships EXCEPT for the laser shooters, you can sit forever on the far left hand side of the screen. Useless, but interesting all the same. * Astro Battles : 1) Fire immediately when the mission starts. You may get lucky and hit the Gorfian robot distributing the Space Invaders. Also fire at the invaders as they are being distributed for more points. 2) Instead of the normal 11x5 grid of invaders, you only have to deal with an 8x3 grid. 3) Instead of buildings to protect your ship, you now have a shield dome over you. It briefly disappears when you fire but the invaders have to cut through it with their lasers. 4) Remember, you have a lot of maneuverability in your ship (i.e. you can go up and down) so it should be easy to avoid the invaders bombs. * Laser Attack : 1) Your first priority should be the laser ships. Wait until they have fired and send a shot right up their laser cannon. 2) The escorts tend to make random movements so be wary of them coming at you from all directions. 3) As the game progresses, everything speeds up accordingly. * Galaxian : 1) Try to shoot the Galaxians when they are setting up to get the score for attacking Galaxian. 2) At first, only a couple will come down. After a while, though, the Galaxians attempt to swarm all over your ship. Since they each fire 3 shots apiece, this can present a particularly deadly situation. 3) Keep moving. There is no safe place (not even the corners). 4) At later ranks, it isn't uncommon for a whole bunch of Galaxians to attack your ship at once. 5) If you can, try to hit the Gorfian robot that sometimes bounds over the top of the Galaxians. * Space Warp : 1) This is the mission that tends to kill off most players. You will see a black hole with dots in it. These dots represent the number of fighters you have to deal with coming out of the black hole. As a Space Cadet, you only deal with 12 fighters. After that, it will be 16 fighters. 2) Fighters leave fast or slow and rotate around the hole. In addition, they will also fire at you. It will take some fancy maneuvering to avoid both the fighter and the shot it fired. 3) Some fighters go around so fast, you just have to try to keep out of its way. 4) Sometimes fighters will launch a slow shot from the side of the screen. Watch out for these shots. 5) In the later ranks, it will take all of your skill to survive since everything moves very quickly on this mission. * Flag Ship : 1) The Flag Ship will fly back and forth slowly. It will descend then ascend as it completes a back and forth movement. 2) There is a shield around the Flag Ship you must cut through to hit it. The Flag Ship can fire through the shield at you. 3) On the later ranks, the Flag Ship is escorted by two Gorfian robots. 4) Plan your shots so you can expose the reactor. This will mean cutting through a little bit of the ship to accomplish this. Watch out for the debris you create since it is as deadly as the Flag Ship's laser shots. If you feel really daring, hit the debris for extra points. 5) After you have stripped the ship away from the reactor, a well-placed shot should obliterate the Flag Ship. 6) Again, in the later ranks everything moves much faster. - STAFF - Executive producer : Dave Nutting Game concept / Designers : Dave Nutting, Jay Fenton Video programmer : Jay Fenton Audio programmer : Scot Norris Added program support : Rick Frankel, Bob Ogden Electronics designers : Jeff Frederickson, Dave Otto - PORTS - note : The 'Galaxians' screen is omitted on all home ports. * Consoles : Colecovision (1981) Atari 2600 (1982) Atari 5200 (1983) Atari XEGS * Computers : Commodore VIC-20 (1982) Commodore C64 (1983) BBC B (1983, Doctorsoft) Acorn Electron (1983, 'Gorph' - Doctorsoft) Commodore Amiga (1993, "Gorf", Towerbyte Software) : Includes Galaxians level. Sinclair ZX-Spectrum (2004, "B.A.R.F." - Dinu Cristian Mircea) - SOURCES - Game's rom. Machine's picture. F.A.Q. by Kevin Butler A.K.A. War Doc Jamie Fenton's website; http://www.fentonia.com/bio from game history database (history.dat) |
| picture
: marquee
does not exist |
| informations
from mame info database (mameinfo.dat) mameinfo.dat for gorf |
cabinet does not exist in game snapshot does not exist |
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0.07 [Nicola Salmoria, Mike Coates]
Artwork available Samples required TODO : * Emulate Votrax SC-01 speech synthesizer BUGS : - Colors washed out in the 'Astro Battle' (Space Invaders) section of Gorf. MAMEBase (ID 02682) WIP : - 0.136u3: Tafoid fixed the 'Bonus Life' dipswitch for Gorf and clones. It's state was inverted. - 0.135u2: Volker Hann added clone 'Gorf (program 1, with German Language ROM)'. - 0.125u2: Chris Law added new samples for Gorf and updated the sample volume. Download samples at http://www.mameworld.net/samples/wav/gorf.zip - 0.123u6: Mr. Do added internal artwork for Gorf. - 0.123u3: RansAckeR added DIP locations and improved dipwitches in Gorf. - 0.115u2: Aaron Giles corrected speaker locations and placement for Gorf. Added missing mux to Gorf's audio, which controls speech versus sound effects during the game. Aaron Giles fixed recently introduced bug in Astrocade driver relating to collision detection. Changed visible area to 240x352. - 0.115u1: Changed Z80 CPU and 2x Astrocade clock speeds to 1789772 Hz, palettesize to 512 colors and VSync to 60.054442 Hz. Added 'Speech' dipswitch. - 0.111u6: Aaron Giles changed Gorf to use HOLD_LINE instead of PULSE_LINE for scanline interrupts. The timing is still off, but the game runs now. - 0.106u10: Aaron Giles updated Gorf to support the new artwork system. - 0.104u6: Removed Custom sound. - 0.96u1: Fixed lower/upper Astrocade sound/speaker and Samples volume (because of the 0.93 Sound System update). - 0.88u2: Frank Palazzolo support stereo in Wizard of Wor, Robby Roto, Gorf and Professor PacMan (Sounds great now!!). - 1st November 2002: Phil Stroffolino improved the Gorf colors. - 24th May 2002: Zsolt Vasvari added support for the lamps in Gorf. - 29th March 2000: Nicola Salmoria fixed the Astrocade hardware star and sparkle generators. - 0.36b7: Added Custom sound. - 27th June 1999: Mike Coates modified Gorf to be rotated correctly (vertical). - 7th June 1999: Mike Coates fixed Gorf title screen. - 0.34b4: Frank Palazzolo support emulation of the Astrocade sound chip (Extra Bases, Gorf, Robby Roto, Space Zap and Wizard of Wor). Kevin Bales improved speech in Gorf. It now plays speech 100% accurately except for the missing samples. Added 2x Astrocade sound. - 0.31: Alex Judd added clone Gorf (Program 1) and added better speech in Gorf (MAME Gorf voice samples v1.0: Kevin Estep (Original Machine samples and recording) and Alex Judd (Sound driver and sample manipulation)). - 0.28: Mike Balfour added hiscore save in Gorf. - 0.27: Mike Coates improved again the Gorf driver. It's now (sort of) playable. Issues: Speed of invaders/galaxians/scrolling text is too fast. You can crash into the background (i.e. on the warp screen). - 0.26: Mike Coates improved Space Zap and Gorf (which is still unplayable). - 0.07: Added Gorf (Midway 1981). This game runs on the same hardware as Wizard of Wor, but doesn't work yet. It boots, shows some text on the screen and that's all. STORY: - The evil Gorfian Robot Empire has attacked. Your assignment is to repel the invasion and launch a counterattack. You will engage various hostile spacecraft as you journey toward a dramatic confrontation with the enemy flag ship. LEVELS : 5 (endless) OTHER EMULATORS : * WINGORF (Single Arcade Game Emulator) Recommended Games (Space Invaders 2): Space Beam Space Invaders II Space Laser Invader's Revenge Gorf Hole Land Battlantis Minivader Play Girls 2 ROMSET : 32 kb / 8 files / 23.7 zip |
| picture : control
panel
does not exist |
0.37b1 [Nicola Salmoria, Mike Coates, Frank Palazzolo]
0.04 [Nicola Salmoria] TODO : - No audio board for Demons & Dragons. - Demons & Dragons doesn't work with RAM protection enabled. - Professor Pac-Man fails screen RAM test. NOTES : - In seawolf2, service mode dipswitch turns on memory test. Reset with 2 pressed to get to an input check screen, reset with 1+2 pressed to get to a convergence test screen. BUGS : - profpac, tenpindx: The 'screen ram' test in the TEST menu is BAD. MASH (ID 02195) WIP : - 0.128u5: Aaron Giles fixed black screen in Demons & Dragons and Professor Pac-Man doesn't accept coins. - 0.124u1: Astrocade update [Dirk Best]: Update src/mame/includes/astrocde.h to use an XTAL value. Clear interrupts if they are no longer valid. Added the knob inputs. - 0.123u6: Added layout\gorf.lay. - 0.116: Aaron Giles fixed screen top/left cut off. - 0.115u2: Aaron Giles added border support to the Astrocade driver. Extended the starfield generation out into it. Extended the blanking region out farther to match information from the flyers and set the default scale/offset of the games to crop appropriately. Aaron Giles fixed recently introduced bug in Astrocade driver relating to collision detection. - 0.115u1: Removed machine\astrocde.c. Added layout\tenpindx.lay. Rewrote Astrocade driver [Aaron Giles]: Fully implemented all function generator modes. Implemented pattern board according to schematics, including timing. Fixed interrupt handling. Rewrote Astrocade sound emulation according to patent. Sound generation now uses proper LFSR for noise effects. Added partial support for Ten Pin Deluxe, including sound board emulation and internal layout. - 0.104u5: Adam Bousley added save state support to the Astrocade driver. - 0.98u2: Aaron Giles replaced direct access to Machine->scrbitmap in Astrocade driver with the use of force_partial_update(). - 0.88u3: Nathan Woods moved some variable declarations in sound/astrocde.c to the tops of their respective groups. - 0.88u2: Added sndhrdw\wow.c and includes\astrocde.h. Removed sndhrdw\astrocde.c. Frank Palazzolo fixed collision detection in all Astrocade games, added NVRAM handling to Robby Roto and Professor PacMan (still not working always but self-tests pass), fixed bugs in Astrocade sound code (noise generator bug, out of bounds memory access bug and changed to stream system), switched Astrocade sound to stream system, support stereo in wow, robby, gorf and profpac (Sounds great now!!) and added leds and coin counters. All activecpu_get_reg() calls from Astrocde games have been replaced with proper 16-bit Z80 port support through memory system. Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-specific. - 0.37b1: Changed wow.c to astrocde.c driver. Removed sndhrdw\wow.c. - 30th March 2000: Nicola Salmoria fixed yet more problems with the Astrocade video hardware. - 29th March 2000: Nicola Salmoria fixed the Astrocade hardware star and sparkle generators. - 28th March 2000: Nicola Salmoria added better emulation of Astrocade hardware palette registers, affecting Extra Bases, Seawolf 2 and Robby Roto. - 14th April 1999: Juergen Buchmueller fixed a Z80 bug which affected Astrocade emulation (on the MESS side). - 0.34b4: Added sndhrdw\astrocde.c/h. Frank Palazzolo support emulation of the Astrocade sound chip. - 0.31: Added sndhrdw\gorf.c. - 0.28: Added sndhrdw\wow.c. - 0.27: Mike Coates tidied up the wow driver, added definable keys to most games, and joystick & 2 player support to Seawolf II. - 0.24: Added machine\wow.c. - 0.15: Thanks to the invaluable help of Steve Scavone, Nicola have been able to fix many bugs in the Wizard of Wor driver. - 0.12: Added vidhrdw\generic.c/h. - 0.07: Gorf boot but don't work. Support for Robby Roto, boot but don't work. - 0.04: Added wow.c driver and vidhrdw\wow.c. |
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