game
icon
title Bosconian (Midway, old version)
set name boscomdo
manufacturer [Namco] (Midway license)
year 1981
genre Shooter (hof)
category Shooter / Field (hof)
driver status imperfect
driver source galaga.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / EJ: parent / PS: in game | title | scores | parent
zoom
rating

71.5% after 22 votes
 
parent Bosconian (new version)
other clones Bosconian (Midway, new version)
Bosconian (old version)
Bosconian (older version)
display
colour emulation good
palette 580
display type raster
orientation horizontal
resolution 288x224
frequency 60.606060Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 8 way joystick
buttons 1
coin slots 2
hardware
cpu Z80 @ 3.072MHz
cpu Z80 @ 3.072MHz
cpu Z80 @ 3.072MHz
cpu MB8842 @ 0.256MHz
cpu MB8842 @ 0.256MHz
cpu MB8844 @ 0.256MHz
audio Namco @ 0.096MHz
audio Namco 52XX @ 1.536MHz
audio Discrete
data
version added .027
last change(s) none since version .53
roms
name size crc set flags sha1
2300.3n  4096  db6128b0  boscomdo    ddd285f7e00d5e58ab9b15838528e0020d47fcd2 
2400.3m  4096  86907614  boscomdo    3295ab6c5171a069875c2239b3325296c1df6031 
2500.3l  4096  a21fae11  boscomdo    dff38d90ee30558274d2d399edc3281c2ef5cb69 
2600.3k  4096  11d6ae23  boscomdo    f2f72f5c777b684f7ffd53b9c034560211113499 
2700.3j  4096  7254e65e  boscomdo    c2ee29fcb5173e8d46a80a8a1b931a53dbdeae66 
2800.3h  4096  31b8c648  boscomdo    de0db24d385d2361ec989bf32388df8202ad535c 
2900.3e  4096  d45a4911  bosco    547236adca9174f5cc0ec05b9649618bb92ba630 
50xx.bin  2048  a0acbaf7  bosco    f03c79451e73b3a93c1591cdb27fedc9f130508d 
50xx.bin  2048  a0acbaf7  bosco    f03c79451e73b3a93c1591cdb27fedc9f130508d 
54xx.bin  1024  ee7357e0  bosco    01bdf984a49e8d0cc8761b2cc162fd6434d5afbe 
51xx.bin  1024  c2f57ef8  bosco    50de79e0d6a76bda95ffb02fcce369a79e6abfec 
52xx.bin  1024  3257d11e  bosco    4883b2fdbc99eb7b9906357fcc53915842c2c186 
5300.5d  4096  a956d3c5  bosco    c5a9d7b1f9b4acda8fb9762414e085cb5fb80c9e 
5200.5e  4096  e869219c  bosco    425614cd0642743a82ef9c1aada29774a92203ea 
prom.2d  256  9b69b543  bosco    47af3f67e50794e839b74fe61197af2228084efd 
bosco.6b  32  d2b96fb0  bosco    54c100ec9d173d7dd48a453ebed5f625053cb6e0 
bosco.4m  256  4e15d59c  bosco    3542ead6421d169c3569e121ec2be304e108787c 
prom.2r  32  b88d5ba9  bosco    7b97a38a540b7ca4b7d9ae338ec38b9b1a337846 
prom.7h  32  87d61353  bosco    c7493e52662c921625676a4a4e8cf4371bd938b7 
prom.1d  256  de2316c6  bosco    0e55c56046331888d1d3f0d9823d2ceb203e7d3f 
prom.5c  256  77245b66  bosco    0c4d0bee858b97632411c440bea6948a74759746 
4900.5n  4096  09acc978  bosco    2b264aaeb6eba70ad91593413dca733990e5467b 
5000.5m  4096  e571e959  bosco    9c81d7bec73bc605f7dd9a089171b0f34c4bb09a 
5100.5l  4096  17ac9511  bosco    266f3fae90d2fe38d109096d352863a52b379899 
cabinet art
cabinet bosco.png bosco.png
marquee bosco.png
control panel bosco.png
flyer boscomdo.png
PCB bosco.png
additional information
info 0.36RC2 [?]

0.35b13 [Toninho]

0.27 [Martin Scragg]

NOTE:
  • The IC test routine takes over 20 seconds.
  • After I got four million points, the high score counter was not getting updated. The regular score counter kept going fine, but the high score never got updated again after the 3.999million and some points (see inp file and snapshots) bosco059gre, SiKrAiKeN. This isn't an emulation bug, I'm certain. Galaga does something like this too. The high score display during the game does not flip back to 0 like your regular score, it just shows the highest reached score. Your actual score is still kept track of normally. I think the designers just didn't figure this would ever happen. rittwage
Bugs:
  • Explosion of a space mine or a base changes the pitch of the player's shooting sound. Notice when you shoot a space mine or destroy a base, the explosion of either one of these changes the pitch of the player's shooting sound momentarily. The explosion sound lasts only about 1-1.5 seconds but within that time you can clearly hear changes to your ship's firing sound when you continue to fire rapidly, and then the firing sound returns to normal until a mine or base is hit again or when an enemy ship collides with a mine. Follow-up by nostos: I've double checked on an original namco pcb: the sound of the shots doesn't change the pitch while destroying a base. Gyrovision (ID 00472)
  • If you let either an old or new version of Bosconian run through the attract mode, you will see the title scroll onto the screen over a gray background. Then that background will get wiped away to reveal the starfield beneath. But in 0.80 a vertical portion on the left side of that gray remains after the initial wipe and only gets erased as other objects come on screen. I believe the entire gray area is supposed to be wiped away all at once. The attached screenshot should show an example of some of the gray area remaining on the left side (see snapshot). Follow-up by Tafoid in 0.116: Regression appears to be 0.79u1, according to massive work with driver in whatsnew.txt notes. I don't have that U version to test, but it's confirmed not happening on 0.79 official release and happening on 0.80. bosco080u1gre Prophet / Tafoid
WIP:
  • 0.119u3: David Haywood added the rom loading for roms 51xx and 52xx.bin, which are dumped but not yet hooked up.
  • 0.118u5: Changed palettesize to 580 colors.
  • 0.114u1: Nicola Salmoria added actual emulation of the microcontroller used for the Namco 50xx chip as found in Bosconian and Xevious. Added 2x MB8842 (256000 Hz) CPU4/5 and 2x 50xx.bin cpu4/5 roms (Namco 50xx internal ROM - 2k). Replaced MB88xx CPU4 with MB8844.
  • 0.112u2: Replaced 3x DAC sound with Discrete.
  • 0.112u1: Replaced implementation of Namco 54xx sound chip with new MB8844 CPU core running the original embedded ROM code. Removed old sound core. Pole Position and Bosconian no longer require samples as a result [Nicola Salmora, Ernesto Corvi, Guru]. Added MB88xx (256000 Hz) CPU4 with 1k rom and replaced Namco 54XX and Samples with 3x DAC sound.
  • 0.94u5: James Rowan corrected Galaga and Bosconian starfields.
  • 0.94u2: Derrick Renaud added proper watchdogs to Bosconian, Galaga, Pole Position and Xevious.
  • 0.90u3: Derrick Renaud added proper filters to the Namco52 sample player of Bosconian, Galaga, Pole Position and Xevious. Adjusted relative effect volumes per schematics.
  • 0.90u2: Derrick Renaud updated the Namco 54xx noise sound and added R/C values to Bosconian, Galaga, Pole Position and Xevious.
  • 0.89u5: Jarek Burczynski improved the Namco 54xx Noise Generator (Type A and B emulated, type C algo still unknown). Removed bigbang and midbang.wav sample.
  • 0.79u1: Nicola Salmoria fixed tile/sprite priority handling in Bosconian and made a better emulation of the 50XX custom chip (no more need for hacks). Bosconian now uses a different sound PROM, which seems more correct. Changed Z80 CPU1/2/3 clock speeds to 3072000 Hz and replaced Custom sound with Namco 52XX (1536000 Hz) and Namco 54XX (1536000 Hz).
  • 0.37b12: Changed VSync to 60.606060Hz.
  • 0.37b2: Added clone Bosconian (older version).
  • 0.36RC2: Added Bosconian (new version) (Namco 1981). Renamed (bosco) to (boscoo).
  • 0.36b13: Renamed (boscomd) to (boscomdo) and (boscomd2) to (boscomd).
  • 0.36b11: Vernon C. Brooks fixed Bosconian score handling.
  • 0.36b4: Gamester fixed scores in Bosconian.
  • 0.36b1: Nicola Salmoria fixed controls and graphics in Commando (Sega), which is now fully playable. This also fixes diagonal shots in Bosconian. Added proms (dots, video layout, video timing and timing).
  • 0.35b13: Renamed (bosco) to (boscomd), (bosconm) to (bosco) and (bosco2) to (boscomd2).
  • 10th July 1999: Nicola made a major improvement to Bosconian, Commando (Sega), Rally-X and the rest, adding a missing character PROM.
  • 0.35b5: Zsolt Vasvari added clone Bosconian (Midway, set 2). Added sound1 prom.
  • 26th February 1999: Zsolt Vasvari has added several clones (for Smash TV, Galaxian, Rampage, Satan's Hollow, Bosconian).
  • 0.30: Martin Scragg added the background star field to Bosconian and fixed Bosconian crashing: This was the speech processor being used for a protection check.
  • 0.29: Toninho added clone Bosconian (Namco).
  • 0.28: Changed description of 'bosco' to Bosconian.
  • 0.27: Martin Scragg added bosco (Midway 1981). The sounds are from the M-ulator V 0.14 by Martin Scragg.
LEVELS: 255 (endless)

Other Emulators:
  • Retrocade
Recommended Games (Sinistar):

Bosconian

Moonwar

Sinistar

Victory

Time Pilot '84

Vanguard II

Cerberus

Last Mission

Ark Area

Romset: 57 kb / 24 files / 37.9 zip
history Bosconian - Star Destroyer (c) 1981 Namco.


A space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all 6 base cannons. The player's ship is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups.


- TECHNICAL -


Upright cabinet dimensions : 68inch (173cm) High x 25inch (64cm) Wide x 28inch (71cm) Deep.

Mini-Myte cabinet dimensions : 60inch (152cm) High x 20inch (50cm) Wide x 24inch (60cm) Deep.

Cocktail table dimensions : 29inch (73cm) High x 32inch (80cm) Wide x 22inch (55cm) Deep.


Main CPU : Z80 (x3), MB88xx

Sound Chips : Namco 3-channel WSG, custom DAC (for speech), discrete circuitry (for the shot and explosions sounds)


Screen orientation : Horizontal

Video resolution : 288 x 224 pixels

Screen refresh : 60.61 Hz

Palette colors : 32


Players : 2

Control : 8-way joystick

Buttons : 1

=> [1] Fire


- TRIVIA -


Released in November 1981.


Bosconian was famous for being the first game to have a continue feature. When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine.


There are 5 versions of this arcade game that were made. Namco made 3 and Midway made 2 of them (US manufacture and distribution (02/1982)). They are all the same except the new Namco version (see 'Updates' section for more information).


In the game Ridge Racer, a car has this game as a sponsor. It is a white and red car named RT Bosconian. Its sister car, from another Namco game is a white and blue car named RT Nebulasray. They were used in Ridge Racer, Ridge Racer 2, Ridge Racer 64, and Ridge Racer DS.


The origin of the keywords in Bosconian (as in the 'Zwilniks of Boskone') is the Lensman space-opera saga, which in Japan always enjoyed high popularity.

Bosconian — Boskonian

I-Type missile — Eich

P-Type missile — Ploor

E-Type misslle — Eddore


Ken McLeod holds the official record for this game with 2,913,150 points on February 24, 1983.


- UPDATES -


In the NEW Namco version, the Enemy Base setup is different. Both versions have the same Enemy Base setups, but they are in different order as the rounds go up. This is also true regarding where your fighter starts at. For example, the setup for Round 4 on the other versions is the same as the setup for Round 6 on the new Namco.


- SCORING -


Asteroid : 10 points

Cosmo Mine : 20 points

I-Type Missile (Looks like fighter) : 50 points

P-Type Missile (Looks like boomerang) : 60 points

E-Type Missile (Looks like Enemy Base Missile) : 70 points

Spy Ship (announced by synthesized voice stating 'Spy Ship Sighted') : 200 or 400 points

Enemy Station Cannon : 200 points

Enemy Station : 1500 points

Enemy Formation : 500, 1000 or 1500 points depending on missile type

Control Fighter in Formation (The off-colored fighter) : 100, 120 or 140 points (twice the normal missile value)


Bonus for no-miss clear (completing a round without dying) - this bonus is given only when the game is set to auto difficulty : multiplier x number of bases, the multiplier starts at 100 points and increases by 100 points each time you get the bonus up to 1000 points.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.


* The action starts immediately as soon as you start your game. Your fighter will be put on the screen. Your radar display will show how many space stations need to be taken out. The radar doesn't show, though, all the space debris all over the place and the enemy fighters (unless they are in formation). Your fighter stays in the middle of the screen.


* Be aware that the enemy missiles are faster then your ship. This means you will have to learn to use the joystick proficiently so that you can maneuver away from these enemy missiles attempting to commit suicide on your ship.


* At the beginning of the round, quickly look at your radar to determine where the Enemy Stations are. Then quickly figure out a systematic way of destroying them since time is one's enemy in this game. Just because they are lined up in a row doesn't mean that the missile bays are facing the same direction.


* By that same token, your ship fires lasers from both the front and back. This means if anything is trying to 'sneak' up on you, they won't stand a chance.


* Use the space debris to your advantage. You score points regardless of whether you hit the enemy, or if you use other means to assist, such as the mines or rocks. Just keep in mind that the space debris doesn't return until the next round.


* The Enemy Stations can be destroyed two ways :

1) The first way is to fire a shot directly into their missile bay. This is easy to do on the first two rounds. By round three, the missile bay has a door which opens and closes to make it more of a challenge. After round three, the station will fire a missile if your fighter is in the missiles path. You can easily destroy this missile with your ship.

2) The other way is to destroy all six cannons around the space station. This method also enables you to get more points in the long run. To do this, though, means you will have to deal with more enemy missiles since you have to constantly loop around to hit the cannons. In addition, the pods fire back on your ship.


* Enemy Stations can be oriented with the missile bay facing left/right or up/down. Keep this in mind if you are taking on multiple stations in one area. While you are pounding on one Enemy Station, three more may be firing at your ship to prevent you from destroying your target.


* The warning conditions tell you how safe it is for the moment :

1) GREEN means no enemies within view.

2) YELLOW means enemies present.

3) RED means that you have taken too long and the enemy is now moving twice as fast to ram you.

4) You will also hear synthesized voice prompts stating either 'Alert, Alert' or 'Condition Red' regarding these conditions.


* At regular intervals, a formation of enemy missiles will head toward your ship. You can see what the formation of these enemy missiles are in by looking at the area above the top, left corner of the radar. This will show you if they are in a line, checkerboard pattern, etc. You will also see this formation (represented by a red dot) on your radar screen. Some quick tips for tangling with formations :

1) Enemy formations always appear as a control missile with four missiles.

2) If you destroy the control missile, the other missiles will spread out. You can still destroy them but it is much harder to get the points for taking out the entire formation.

3) Try to maneuver in such a way as to be able to rapidly hit all the missiles. This is of course barring the fact there is no other things (rocks and mines) in the way that can destroy these missiles. This works well when they are in a line. If they are in a checkerboard pattern, you will have to move back and forth so you can hit everything but the control missile.

4) A synthesized voice stating 'Battle Stations' will announce when a formation is present.


* As mentioned before, if you take too long to take out the Enemy Stations, the condition will go to RED and enemy missiles will pour into the area with the only intent of ramming your ship. You will know this also by the sound the machine makes.


* Continue to fly erratic patterns (unless you are going after Enemy Stations or formations) because the enemy missiles do move quicker then you do plus you will probably be able to take them out more effectively.


* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score.


- SERIES -
  1. Bosconian - Star Destroyer (1981)
  2. Blast Off (1989)
  3. - STAFF -
    • Designed and programmed by : Akira Takundai, Hurashi Nagumo
    • Music by : Nobuyuki Ohnagi
    • - PORTS -
    • * Consoles :
    • Sony PlayStation (1995, "Namco Museum Vol.1")
    • Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
    • Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
    • Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
    • Sony PSP (2005, "Namco Museum Battle Collection")
    • * Computers :
    • Sharp X68000 (1981)
    • MSX (1984)
    • Commodore C64 (1987, "Bosconian 87")
    • Sinclair ZX Spectrum (1987, "Bosconian 87")
    • PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
    • Sord-M5
    • * Others :
    • Namco Classics TV Game (2003 - Jakk's Pacific)
    • Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
    • Arcade Gold featuring Pac-Man (2007 - Jakk's Pacific)
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • F.A.Q. by Kevin Butler A.K.A. War Doc
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=bosconian-star-destroyer&page=detail&id=320&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 arcade-history.com
view in GameFAQs
view in KLOV
view in System16
view in The Arcade Flyer Archive
view in The Arcade Flyer Archive
view in VGMuseum Gamepics
view in VGMuseum Gamepics
view in VGMuseum Gamepics
cheats
cheats
code comments
00000000:83E2:00000005:FFFFFFFF  Infinite Lives
20800000:131D:00000018:FFFFFFFF  Invincibility
20810000:0F2F:000000C9:FFFFFFFF  Invincibility (2/3)
20810000:0F21:00000023:FFFFFFFF  Invincibility (3/3):1 against bullets, 2 against rocks/mines & space stations, 3 against ships (also needs 2)
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