game
icon
title Alien Arena
set name alienar
manufacturer Duncan Brown
year 1985
genre Misc. (hof)
category Misc. (hof)
driver status good
driver source williams.c
snapshots MW: in game / PS: in game | title | scores
zoom
rating

71.5% after 22 votes
 
clones Alien Arena (Stargate Upgrade)
display
colour emulation good
palette 0
display type raster
orientation horizontal
resolution 292x240
frequency 60.096154Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P sim
controls 8 way joystick
buttons 2
coin slots 3
hardware
cpu M6809 @ 1MHz
cpu M6808 @ 3.579MHz
audio DAC
data
version added .104u5
last change(s) .103u4
roms
name size crc set flags sha1
aarom10  4096  6feb0314  alienar    5cf30f097bc695cbd388cb408e78394926362a7b 
aarom11  4096  ae3a270e  alienar    867fff32062bc876390e8ca6bd7cedae47cd92c9 
aarom12  4096  6be9f09e  alienar    98821c9b94301c5fd6e7f5d9e4bc9c1bdbab53ec 
aarom01  4096  bb0c21be  alienar    dbf122870adaa49cd99e2c1e9fa4b78fb74ef2c1 
aarom02  4096  165acd37  alienar    12466c94bcf5a98f154a639ecc2e95d5193cbab2 
aarom03  4096  e5d51d92  alienar    598c928499e977a30906319c97ffa1ef2b9395d1 
aarom04  4096  24f6feb8  alienar    c1b7d764785b4edfe80a90ffdc52a67c8dbbfea5 
aarom05  4096  5b1ac59b  alienar    9b312eb419e994a006fda2ae61c58c31f048bace 
aarom06  4096  da7195a2  alienar    ef2c2750c504176fd6a11e8463278d97cac9a5c5 
aarom07  4096  f9812be4  alienar    5f116345f09cd79790612672aa48ede63fc91f56 
aarom08  4096  cd7f3a87  alienar    59577059308931139ecc036d06953660a148d91c 
aarom09  4096  e6ce77b4  alienar    bd4354100067654d0ad2e590591582dbdfb845b6 
cabinet art
art no cabinet, marquee, flyer, control panel or PCB images found
additional information
info 0.104u5 [Duncan Brown]

0.103u4 [Duncan Brown]

NOTE:
  • The original ROM images for Alien Arena (c) 1985 Duncan Brown have been made available for free, non-commercial use. Authorization from Duncan Brown.
WIP:
  • 0.104u5: Added Alien Arena. Renamed (alienar) to Alien Arena (Stargate Upgrade) (alienaru).
- 5th March 2006: MAMEDev - I've recently been in contact with Duncan Brown, the guy who wrote Alien Arena, which was recently added to MAME. Alien Arena was an entirely new game (in 1985) that was designed to run on the classic Williams hardware. Duncan owned an arcade at that time, and he actually put the game on location there with the hopes of making it into a more widely distributed conversion kit for arcade operators. Duncan has been kind enough to allow us to make his game available free for non-commercial use, just like the other games in the ROM Images section (http://mamedev.org/roms). Alien Arena was developed by Duncan Brown in 1984 to run on the classic Williams hardware. It is a "capture the flag" style game with a number of interesting twists. It was even put on location, but, well, Duncan explains all this in his readme. Here's an excerpt of the history: By 1984, I had reverse-engineered the hardware used in Williams' games to the point where I had essentially created a "programmer's guide" for it. Destiny called, I had to write a new game from scratch for this great hardware! My original intent was to end up with a conversion kit that was more user-friendly than most (remember this was back when conversions were just starting to come into existence, long before JAMMA, and most of them were a complete mess to install). A new marquee, new side stickers, new control panel, and 12 EPROMs, and away you go! No messy wiring, board modifications, etc. My production costs would be low, my sale price could be high. Well, that was the plan anyway... Over the course of a year, I wrote "Alien Arena". It was written in 6809 assembly language using a cross-compiler on an Apple II+. Using custom-designed and handbuilt emulator hardware (*24* 2Kx8 static RAMs on a board connected to the Apple with a custom bus interface!) I could test out my code without the slowdown of programming and erasing a bunch of EPROMs all the time. When I was done, I assembled it into an ex-Stargate cabinet, and put it out in the arcade I owned at the time. I made a few modifications (mostly to the computer-player AI) based on feedback from customers. I cannot say it was an immense hit. Most people thought it sucked, frankly. You decide for yourself. I know my wife and I had a blast playing it while I was designing it (probably added 6 months to the time to finish it, heh heh heh...).
  • 0.103u4: Duncan Brown added Alien Arena (Duncan Brown 1985).
Romset: 48 kb / 12 files / 19.3 zip
history Alien Arena (c) 1985 Duncan Brown.


Player 1 (Thor) and Player 2 (Zespar) are battling it out in the Alien Arena. The game is timed, with 2 minutes for every 25 cents inserted, regardless of your choice of 1-player or 2-player. More time can be purchased at any time before the timer reads ':00'.


In a 1-player game you are Thor, with controls on the right, and the computer plays Zespar, on the left. In a 2-player game each of you chooses a set of controls. When time runs out in either game, it reverts to a "play as long as you can keep alive and possibly winning extra lives" 1-player game. If it started as a 2-player game, whoever is winning when time runs out is the one who gets to battle the computer.


The basic theme of the game is "capture the flag (while protecting your own)". You can assemble offensive and defensive aids by picking up 'pieces' strewn about your half of the playfield. The pieces are color-coded, randomly created and distributed, and different objects require different numbers of pieces to assemble. Once you start assembling an object, you must finish assembling it (pick up enough pieces for it) and place it... or 'flush' the pieces you've picked up so far. Flush is mostly used for when you accidentally picked up the wrong color piece... or when you don't have the required pieces to assemble the rest of the object. A status bar shows what object is under construction, and how many more pieces are needed. Only one object can be assembled at a time. Once it is assembled, you must carry it to where you want to place or launch it and press the 'place' button.


There is a delay at the beginning of each round before the flags appear, and then a further delay before the midfield barrier comes down. Use this time to start assembling an offense or defense or both (this keeps the opponent from just starting each round by making a suicide dash for your flag). When the flags do appear, their placement is random, but within a small distance from the back wall of your half of the arena.


A round ends when an opposing flag is captured by a player, or when a player is destroyed by one of his opponent's offensive or defensive objects. There are all sorts of nuances to how the objects behave, how they score, etc.


- TECHNICAL -


Main CPU : M6809 (@ 1 Mhz), M6808 (@ 894.75 Khz)

Sound Chips : DAC


Screen orientation : Horizontal

Video resolution : 292 x 240 pixels

Screen refresh : 60.00 Hz

Palette colors : 16


Players : 2

Control : 8-way Joystick

Buttons : 2


- TRIVIA -


Short history by Duncan Brown : By 1984, I had reverse-engineered the hardware used in Williams' games to the point where I had essentially created a 'programmer's guide' for it. Destiny called, I had to write a new game from scratch for this great hardware! My original intent was to end up with a conversion kit that was more user-friendly than most (remember this was back when conversions were just starting to come into existence, long before JAMMA, and most of them were a complete mess to install). A new marquee, new side stickers, new control panel, and 12 EPROMs, and away you go! No messy wiring, board modifications, etc. My production costs would be low, my sale price could be high.


Well, that was the plan anyway... Over the course of a year, I wrote "Alien Arena". It was written in 6809 assembly language using a cross-compiler on an Apple II+. Using custom-designed and handbuilt emulator hardware ('24' 2Kx8 static RAMs on a board connected to the Apple with a custom bus interface!) I could test out my code without the slowdown of programming and erasing a bunch of EPROMs all the time.


When I was done, I assembled it into an ex-"Stargate" cabinet, and put it out in the arcade I owned at the time. I made a few modifications (mostly to the computer-player AI) based on feedback from customers. I cannot say it was an immense hit. Most people thought it sucked, frankly. You decide for yourself. I know my wife and I had a blast playing it while I was designing it (probably added 6 months to the time to finish it, heh heh heh...).


This is quite literally the rarest game ever produced for the Williams hardware (production run of one!), and it has been out of circulation for 10 years.


- STAFF -
  • Designed by : Duncan Brown
  • From an idea by : Stowe Keller
  • - SOURCES -
  • Game's rom.
  • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=alien-arena&page=detail&id=4945&o=2
resource links view in MAWS
view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in GameFAQs
view in KLOV
cheats
cheats
code comments
00100000:9C44:00000905:FFFFFFFF  Infinite Time
00210000:9C46:00090509:FFFFFFFF  Infinite Time (2/2)
60000000:0000:00000000:00000000 
00000000:B001:00000003:FFFFFFFF  Just 2 Pieces to make a Trap PL1
00000000:B003:00000002:FFFFFFFF  Just 2 Pieces to make a Mine PL1
00000000:B00A:00000003:FFFFFFFF  Just 2 Pieces to make a Drone PL1
00000000:B00B:00000003:FFFFFFFF  Just 2 Pieces to make a Spazzmatazz PL1
00000000:B00E:00000003:FFFFFFFF  Just 2 Pieces to make a QTPI PL1
00000000:B001:00000001:FFFFFFFF  Can Never Make a Trap PL1
00000000:B003:00000001:FFFFFFFF  Can Never Make a Mine PL1
00000000:B00A:00000001:FFFFFFFF  Can Never Make a Drone PL1
00000000:B00B:00000001:FFFFFFFF  Can Never Make a Spazzmatazz PL1
00000000:B00E:00000001:FFFFFFFF  Can Never Make a QTPI PL1
60000000:0000:00000000:00000000 
60000000:0000:00000000:00000000  PL2 is for an actual PL2 not the CPU
60000000:0000:00000000:00000000 
00000000:B081:00000003:FFFFFFFF  Just 2 Pieces to make a Trap PL2
00000000:B083:00000002:FFFFFFFF  Just 2 Pieces to make a Mine PL2
00000000:B08A:00000003:FFFFFFFF  Just 2 Pieces to make a Drone PL2
00000000:B08B:00000003:FFFFFFFF  Just 2 Pieces to make a Spazzmatazz PL2
00000000:B08E:00000003:FFFFFFFF  Just 2 Pieces to make a QTPI PL2
00000000:B081:00000001:FFFFFFFF  Can Never Make a Trap PL2
00000000:B083:00000001:FFFFFFFF  Can Never Make a Mine PL2
00000000:B08A:00000001:FFFFFFFF  Can Never Make a Drone PL2
00000000:B08B:00000001:FFFFFFFF  Can Never Make a Spazzmatazz PL2
00000000:B08E:00000001:FFFFFFFF  Can Never Make a QTPI PL2
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