Flower (Japan)

Arcade 1986 Clarue (Sega / Alpha Denshi Co. license) Shooter Flying Vertical
A vertical shoot'em up that is set in outer space. Eliminate attacking flowers and a variety of end-bosses. Shoot daisy-chains and comets for power-up items.
Play
Flower (Japan)

Partager Flower (Japan)

Partager

  • Permalien :

Technique

CPU
  • maincpu Z80 (@ 4 Mhz)
  • subcpu Z80 (@ 4 Mhz)
  • audiocpu Z80 (@ 4 Mhz)
Chipset
  • Flower Custom
Affichage
  • Orientation Yoko
  • Résolution 255 x 224
  • Fréquence 60 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 3
  • Type de contrôle joy (8 ways)

Screenshots de Flower (Japan)

Flower (Japan) - Screen 1
Flower (Japan) - Screen 2
Flower (Japan) - Screen 3
Flower (Japan) - Screen 4
Flower (Japan) - Screen 5

Les clones de Flower (Japan)

Tips sur Flower (Japan)

* The power up item appears if you destroy one of daisies or shoot at the comet.

* Flower power up items :
1. Orange : speed-up. 30 seconds.
2. Purple : missile. 15 shots.
3. Green : laser. 30 shots.
4. Red : cutter. It must be caught after launching.
5. Blue : support. Maximum 3 supports.

Flower (Japan) et M.A.M.E.

0.125u9 [InsideOutBoy]
0.125u8 [?]
0.62 [InsideOutBoy, David Haywood, Stephane Humbert]

WIP:
- 0.145u8: hap fixed ADDRESS_MAP regression (black screen) in Flower.
- 0.143u3: hap further improved Flower interrupts, sound driver and fixed most of the hanging notes by adding channel effects. Changed Z80 CPU1/2/3 clock speed to 4608000 Hz.
- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Flower.
- 0.138u1: Changed description of 'Flower (Komax)' to 'Flower (US)' and clone 'Flower (Sega/Alpha)' to 'Flower (Japan)'. Renamed (flowers) to (flowerj).
- 0.129u4: Changed Custom sound to Flower Custom.
- 0.126u4: Brian Troha added edge connector pinout info to the Flower driver.
- 0.126u2: David Haywood merged CPU0 and 1 memory maps in Flower, improved interrupt generation. This fixed starting a game doesn't always register.
- 0.125u9: Couriersud added state saving for Flower. Renamed (flower) to (flowers) and (flowerk) to (flower).
- 0.125u8: Brian Troha fixed Flower dipswitches and added DIP locations. Changed 'Flower (bootleg)' to parent 'Flower (Sega/Alpha)' and 'Flower' to clone '(Komax)'. Renamed (flower) to (flowerk) and (flowerbl) to (flower). Added dipswitches 'Energy Decrease', 'Enemy Bullets', 'Demo Sounds' and 'Keep Weapon Items When Destroyed'.
- 0.123u1: Zsolt Vasvari removed color tables from Flower. Added RESNET color computations where appropriate.
- 0.89u3: Bryan McPhail fixed remaining GFX issues in Flower.
- 0.89u1: Bryan McPhail fixed colours in Flower. Added all proms and user1 roms from clone Flower (bootleg) to Flower. Fixed gfx1/2/3 rom loading and palettesize to 256 colors.
- 0.88u5: Added clone Flower (bootleg).
- 0.82: Some cleanups to Flower driver [Pierpaolo Prazzoli].
- 0.75: Changed the Z80 CPU3 periodic interrupt from 120 to 90.
- 11th October 2003: R. Belmont adjusted the Flower tempo.
- 14th November 2002: Tomasz Slanina added graphics zooming to the Flower driver.
- 0.62: Added Flower (Komax 1986). TODO: Cleanups. Colors, probably missing proms. Fix sound. Improve interrupts. Sprite flipping is incorrect for one of the enemies so its probably wrong. Screenshots look like the game has sprite zooming.
- 29th October 2002: Stephane Humbert fixed one unknown dipswitch in the Flower driver.
- 28th October 2002: Nicola Salmoria added preliminary sound emulation to Flower, but it's not perfect and it crashes sometimes.
- 27th October 2002: David Haywood updated InsideOutBoy's old Flower driver and fixed the sprites in it, although it's still missing sound emulation and colors. Stephane Humbert fixed the inputs and dipswitch settings in it.

LEVELS: 1

Romset: 203 kb / 21 files / 72.4 zip
LoadingChargement en cours
Suivez nous

Réseaux sociaux

Suivez l'actualité de Jamma Play sur vos réseaux sociaux favoris