game
icon
title Scramble (Stern)
set name scrambls
manufacturer [Konami] (Stern license)
year 1981
genre Shooter (hof)
category Shooter / Flying Horizontal (hof)
driver status good
driver source galdrvr.c
snapshots MW: in game | parent / CT: in game | title | parent / Mr. Do: parent / PS: in game | title | scores | parent
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rating

73.4% after 82 votes
 
parent Scramble
other clones Explorer
Scramble (bootleg)
Scramble (Galaxian hardware)
Strafe Bomb
display
colour emulation good
palette 32
display type raster
orientation vertical
resolution 224x768
frequency 60.606061Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 8 way joystick
buttons 2
coin slots 2
hardware
cpu Z80 @ 3.072MHz
cpu Z80 @ 1.78975MHz
audio AY-3-8910A @ 1.78975MHz
audio AY-3-8910A @ 1.78975MHz
audio Discrete
data
version added .006
last change(s) none since version .53
roms
name size crc set flags sha1
2d  2048  b89207a1  scrambls    5422df979e82bcc73df49f50515fe76c126c037b 
2e  2048  e9b4b9eb  scrambls    a8ee9ddfadf5e9accedfaf81da757a88a2e55a0a 
2f  2048  a1f14f4c  scrambls    3eae2b3e4596505a8afb5c5cfb108e823c2c4319 
2h  2048  591bc0d9  scrambls    170f9e92f0a3bee04407be27210b4fa825367688 
2j  2048  22f11b6b  scrambls    e426ef6a7444a39a34d59799973b07d11b89f372 
2l  2048  705ffe49  scrambls    174df3f281068c767344f751daace646360e26d6 
2m  2048  ea26c35c  scrambls    a2f3380982d93a022f46756f974fd16c4cd617de 
2p  2048  94d8f5e3  scrambls    f3a9c4d1d91836476fcad87ea0d243dde7171e0a 
ot1.5c  2048  bcd297f0  scramble    8ed78487d76fd0a917ab7b258937a46e2cd9800c 
ot2.5d  2048  de7912da  scramble    8558b4eff5d7e63029b325edef9914feda5834c3 
ot3.5e  2048  ba2fa933  scramble    1f976d8595706730e29f93027e7ab4620075c078 
5f  2048  5f30311a  scrambls    d64134089bebd995b3a1a089411e180c8c29f32d 
5h  2048  516e029e  scrambls    81b44eb1ce43cebde87f0a41ade2e7eb291af78d 
c01s.6e  32  4e3caeab  scramble    a25083c3e36d28afdefe4af6e6d4f3155e303625 
cabinet art
cabinet scramble.png
marquee scramble.png
control panel scrambls.png
flyer scrambls.png
PCB scramble.png
additional information
info 0.35b8 [Zsolt Vasvari]

0.06 [Nicola Salmoria]

Bugs:
  • Side-by-side test (see report). Gary Walton (ID 01028)
WIP:
  • 0.124u1: Replaced 4x RC Filter sound with Discrete. Changed visible area to 224x768 and palettesize to 32 colors.
  • 0.122u7: RansAckeR verified DIP locations from manuals for Scramble.
  • 0.122u5: Couriersud fixed flipped tilemap offset for Scramble and clones (playable cocktail mode).
  • 0.119u1: David Haywood added clone Scramble (bootleg).
  • 0.116u1: Mark McDougall updated the protection implementation in Scramble (Stern) to use equations based on the implementation from fpgaarcade.com.
  • 0.100u4: Hans Andersson added filters back into the Scramble driver. Added 6x RC Filter to Scramble and Scramble (Stern).
  • 0.96u3: Pierpaolo Prazzoli improved sound in clone Explorer.
  • 0.88u5: Thierry Lescot fixed rom filenames in Scramble.
  • 0.78u5: Pierpaolo Prazzoli added clone Strafe Bomb (Omni 1981).
- 0.74: Pierpaolo Prazzoli added clone Explorer (bootleg 1981). TODO: Check these 3 bootlegs are worth supporting, if not remove them.
  • 8th September 2003: Pierpaolo Prazzoli re-added Explorer (a Scramble bootleg) with sound.
  • 26th April 2003: smf added a bootleg Scramble called Explorer to the Scramble driver, though sound does not work yet in it.
  • 0.53: Changed palettesize to 99 colors.
  • 1st June 2001: Zsolt Vasvari fixed the Galaxian / Scramble starfield graphics emulation.
  • 31st May 1999: Zsolt Vasvari made the Galaxian/Scramble hardware games multi-session friendly.
  • 0.35b8: Renamed (scramble) to (scrambls) and (scramblk) to (scramble).
  • 0.35b6: Zsolt Vasvari added clones Scramble (Konami) and Scramble (bootleg).
  • 10th March 1999: Zsolt Vasvari added two clones Scramble (a Konami version and a bootleg).
  • 0.30: Mike Coates appropriate blue background in Scramble, Super Cobra and other games running on the same hardware. Frank Palazzolo fixed music tempo in Scramble.
  • 0.28: Merged mooncrst, moonqsr and scramble vidhrdw into the new Galaxian driver. Mike Balfour added hiscore save in Scramble.
  • 0.15: Sound support in Scramble. Nicola discovered that the garbled sound he experienced in Scramble was caused by a bad ROM. Therefore, if sound doesn't work, check your ROMset. Note that one ROM name changed from '2c' to '2d'.
  • 0.12: Set up the second CPU to emulate sound in Scramble, but the sound that comes out is completely wrong. The background stars in Scramble and Super Cobra now blink. However Nicola don't know how close to the real thing it is.
  • 0.07: Scramble has 100% correct colors. The same palette is used by Super Cobra, but it doesn't look right.
  • 0.06: Nicola Salmoria added Scramble (Stern 1981) (wrong colors, no sound). The background stars don't blink. Maybe it should also be clipped to the top and bottom of the screen? Two players mode doesn't work. The video hardware is very similar to Galaxians, main differences being that bullets are not vertical lines and the star background doesn't scroll.
LEVELS: 5

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Romset: 27 kb / 14 files / 15.1 zip
history Scramble (c) 1981 Konami.


In Scramble, a single player takes control of a spaceship and has to fight their way through 6 different levels. Contact with either scenery of objects results in an instant loss of life. The player's Scramble ship is armed with both a blaster and bombs; the blaster is used for enemy ships, while the bombs fall down to attack ground-based targets and to collect fuel from fuel dumps. The fuel dumps are of particular importance as the player ship's fuel gauge constantly decreases as the player progresses, and the only way to fill it back up is by bombing the fuel tanks that are located throughout the levels.


Fuel usage increases as the game progresses, until fuel usage actually outstrips the amount of fuel dumps available and the game becomes impossible.


Scramble is considered a classic and was the world's first ever 'multi-level' shoot-em-up.


- TECHNICAL -


The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was set back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colours, but it makes up for it with the impressive comic-book style art on the control panel and monitor bezel.


The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were several cocktail units made as well.


Game ID : GX387


Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : Z80 (@ 1.78975 Mhz)

Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), (6x) RC (@ 1.78975 Mhz)


Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.61 Hz

Palette colors : 99


Players : 2

Control : 4-way joystick

Buttons : 2 (LASER, BOMB)


- TRIVIA -


Released in February 1981.


Licensed to Stern for US manufacture and distribution (May 1981).


Sometimes unfairly referred to as a 'poor man's Defender', Scramble was not only the world's first multi-level shoot-em-up, it was also the first of its type to feature a re-fueling system. These innovations helped to ensure that Scramble was a well deserved commercial success for Konami.


This game was the first title to use the 'Scramble Hardware', which was later used for "Super Cobra", "Lost Tomb", "The End" and a number of other titles. Many of these titles were actually bootlegs of other games, such as Namco's "Pac-Man". This was because Konami neglected to give Scramble ANY copy protection whatsoever; making it incredibly easy to run just about anything that used a Z80 processor, which, at the time, was pretty much every game out there. There were, of course, a lot of Bootleg copies of Scramble itself floating around, such as "Explorer" or "Strafe Bomb".


Scramble is considered the first in the "Gradius" series acording to the Nintendo Game Boy Advance "Gradius Galaxies" intro sequence.


This game had a Bulgarian bootleg called "Memory Devices Facility" ("ЗЗУ" or "Завод за Запаметяващи Устройства").


A Scramble unit appears in the 1983 movie 'Joysticks'.


- SCORING -


10 points per second of flying.


Missile on ground : 50 points

Missile in air : 80 points

UFO : 100 points

Fuel Tank : 150 points

Mystery Base : 100, 200, or 300 points

Main Base : 800 points


- TIPS AND TRICKS -


A) Always watch what passes below you as you fly, especially in Sectors One through Four.


B) Ignore the 10 points added to your score every second : you want to finish each round quickly, because running out of fuel is bad news.


Try also to hit as many fuel tanks as you can, even in preference to mystery bases. One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.


C) When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.


D) In Sector One, fly close to the ground. Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules :

1. Fly slowly only when you must to destroy a rich cluster of targets.

2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.

3. Once there, shoot any threatening rockets by slowing down for a second and using your laser. Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.

4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.

5. After the last mountain, be prepared for the UFOs.


E) Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly. The laser shots will take care of almost all the UFOs in your way. If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.


Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.


F) Don't try to stay alive among the fireballs. Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.


As for making if from valley to valley, just go where the fireballs aren't. Fly quickly through each valley, then stop just before you leave shelter. Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley. You will find there is definitely a rhythm to it.


G) If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path. Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.


When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.


Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion. Be careful, though, when reascending; the rises here are much more abrupt than Sector One.


H) Without excellent vertical control, you will never make it through Sector Five. Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.


As soon as you emerge from a passageway, stop. Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward. Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.


Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it. The cycle requires concentration even once you know the rhythm.


Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor. If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent. The tanks will stand in your way no longer.


I) Once you know its secrets, the base may actually be slightly easier than Sector Five. To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it. If you are on its level, fire your laser; if just above, drop a bomb. You will destroy the base.


You will also crash your own ship, but no matter : you will start the next round with a free replacement. Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base. Eventually, they crash or run out of fuel.


J) By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization. Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.


- SERIES -
  1. Scramble (1981)
  2. Super Cobra (1981)
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cheats
cheats
code comments
00000000:4002:00000063:FFFFFFFF  Infinite Credits
00000000:4108:00000005:FFFFFFFF  Infinite Lives
00000000:4105:000000FF:FFFFFFFF  Infinite Fuel
20800000:2680:000000C9:FFFFFFFF  Invincibility
20810000:274C:000000C9:FFFFFFFF  Invincibility (2/2)
00000301:411E:00000005:FFFFFFFF  Select current level:Level 6 = Base
00000303:411E:00000005:FFFFFFFF  Select next level:Level 6 = Base
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