Klax (prototype set 2)

Arcade 1989 Atari Games Puzzle Drop
The tiles klank end over end down the ramp. Catch them on the paddle, or they fall in the pit. Flip them from the paddle into the bins, matching the same-colored tiles horizontally, vertically, or diagonally. Each line of colored tiles is a Klax. When you've made a Klax, you hear a fanfare. When you complete a wave, the crowd cheers. Let a tile fall in the pit, and you hear a scream as it falls in. If you fail to complete a wave, the crowd is disappointed. Stay alive, complete the waves and don't drop any tiles!

Catch the tiles as they come to the end of the ramp on the paddle. Flip a tile into a bin by pressing the start/flip button. Pull the joystick forward to increase the speed of the closest tile as it klanks down the ramp. Push the joystick back and toss the top tile on the paddle back on the ramp and gain a little time.

The paddle can hold up to five tiles. As long as the green light is on below the paddle, you can pile more tiles on the paddle. When the red light appears, you must flip at least one tile in a bin or toss it back on the ramp before you can collect any more tiles. You can flip tiles into a bin as long as the green light is on below the bin.

To succeed in Klax, make points and also complete each wave. Create a horizontal, vertical, or diagonal row of at least three tiles (just like in tic-tac-toe) in the bins to make a Klax and make points. You receive the most points for diagonals, less for horizontals and the least for verticals. When you create a Klax, the tiles in the Klax disappear to make room for more tiles in the bins.

Each wave has a different task to be completed, which is shown on the To Go Meter. This task could be making a certain number of Klaxes or points or surviving a certain number of tiles. Complete the task before too many tiles drop in the pit and you complete the wave. When you complete a wave, you receive bonus points for the tiles remaining on the ramp, on the paddle, and any empty spaces in the bins. If you fail, you can start again at the same wave.

Klax does not have a clock for you to race against, but as your playing time increases, the tiles klank down the ramp faster and faster.

Waves : When you first enter the game, you can start at wave 1, 6, or 11. Wave 1 teaches you how to play the game and use the controls. At every fifth wave you can choose to play the next wave, the fifth wave beyond, or the tenth wave beyond.

Klax has five different types of waves and more than five different backgrounds. There are five waves per level, and one hundred waves to complete.

Each time you begin a wave, the To Go meter shows what kind of Klaxes or how many points you need to accumulate to complete the wave. The different types of waves are :
* Klaxes To Go, which are the easiest. Just create Klaxes horizontally, vertically or horizontally. Create enough Klaxes to complete the wave before you drop too many tiles in the pit.
* Tiles To Go requires you to survive a certain number of tiles. Create Klaxes in any of the three ways to collect points and to clear the bins to hold more tiles.
* Points To Go requires you to make a certain number of points. Create Klaxes to collect points but make diagonals, four- or five-of-a-kind Klaxes, and simultaneous Klaxes for higher points.
* Diagonals To Go requires you to create diagonals. Create Klaxes in any way to collect points; but only the correct number of diagonals will complete the wave.
* Horizontals To Go requires you to create horizontals. Only horizontal Klaxes will complete the wave; but you can create Klaxes vertically and diagonally to collect points.

You see several kinds of information on the screen. These are the :
* To Go Meter which continuously calculates the number of Klaxes, tiles, points, diagonals or horizontals still required to complete the wave. The number depends on the type of wave you are playing.
* Drop Count, which shows the number of dropped tiles. The drop count is continuously calculated. When the number of tiles dropped is reached, the wave is over.
* High Score, which shows the highest score to date, regardless of the number of continues that player had.
* Wave Indicator, which shows what wave you are playing.
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Klax (prototype set 2)

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Technique

CPU
  • maincpu 68000 (@ 7 Mhz)
  • jsa M6502 (@ 1 Mhz)
Chipset
  • YM2151 (@ 3 Mhz)
  • OKI6295 (@ 1 Mhz)
Affichage
  • Orientation Yoko
  • Résolution 255 x 240
  • Fréquence 59.922743 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 4
  • Type de contrôle joy (8 ways)

Screenshots de Klax (prototype set 2)

Klax (prototype set 2) - Screen 1
Klax (prototype set 2) - Screen 2
Klax (prototype set 2) - Screen 3
Klax (prototype set 2) - Screen 4
Klax (prototype set 2) - Screen 5

Les clones de Klax (prototype set 2)

Scoring de Klax (prototype set 2)

3 Vertical Klax : 50 points.
4 Vertical Klax : 10000 points.
5 Vertical Klax : 15000 points.
3 Horizontal Klax : 1000 points.
4 Horizontal Klax : 5000 points.
5 Horizontal Klax : 10000 points.
3 Diagonal Klax : 5000 points.
4 Diagonal Klax : 10000 points.
5 Diagonal Klax : 20000 points.
Large 'X' Klax : 80000 points.
Big Sandwich : 100000 - 440000 points.

Klax (prototype set 2) et M.A.M.E.

0.33b3 [Aaron Giles]

Artwork available

WIP:
- 0.147u2: Initial round of atarigen cleanup/modernization [Aaron Giles].
- 0.146: hap fixed atarivc_eof tag and shortened playfield_upper(15 chars) tag to playfield_up.
- 0.139u1: Aaron Giles changed atarigen_state to be a base class from which all the related Atari drivers derive their state from.
- 0.135u4: Some more Atari driver shuffling [Aaron Giles]: Added atarigen_init() function which allocates all timers and registers for save states. Updated all drivers to call it. Converted some drivers to use device timers.
- 0.135u3: Aaron Giles converted atari drivers over to using driver_data for the most part. Some shared systems still exist with globals, but this tackles the atarigen module and the variables local to each driver.
- 0.132u2: Kevin Eshbach added 5x 136075-100x GALs to the Klax sets and fixed rom names.
- 0.131u1: Angelo Salese merged memory maps in Klax.
- 3rd June 2007: Mr. Do - The highlight of this week is Klax, vectored by Jcroach. The upright version is thanks to Gene at Vintage Arcade Superstore, and the cabaret version is thanks to the BYOAC/CAG artwork.
- 0.114u2: Aaron Giles and Couriersud added more accurate video timing to most of the Atari 68000-era games. The parameters are from published specs, not derived. The board uses an SOS-2 chip to generate video signals. Changed VSync to 59.922743 Hz.
- 0.114u1: Couriersud fixed save state in clones Klax (prototype set 1/2).
- 0.114: Couriersud added save state to clones Klax (prototype set 1/2) and general save state support to the atarigen module.
- 0.53: Added clone Klax (prototype set 1) and (prototype set 2).
- 3rd August 2001: Aaron Giles added two Klax prototype ROM sets to the eprom.c driver - not to klax.c !
- 0.37b12: Added clone Klax (Germany).
- 0.36RC1: Changed 68000 CPU1 clock speed to 7159090 Hz and OKI6295 to 6779 Hz.
- 0.36b1: Replaced MC68010 CPU1 with 68000.
- 0.35: Added clone Klax (Japan).
- 0.35b13: Replaced 68000 CPU1 with MC68010.
- 29th June 1999: Nicola added Klax's Japan version.
- 3rd May 1999: Aaron Giles sent in a HUGE Atari games update with proper playfield/sprite priorities in Klax.
- 24th April 1999: Nicola modified the ADPCM sounds of Klax to change volume as the pieces come closer.
- 0.34b3: Nicola Salmoria added clone Klax (set 3). Renamed (klaxalt) to (klax2).
- 0.33b7: Changed description to 'Klax (set 1)' and clone to '(set 2)'.
- 0.33b3: Aaron Giles added Klax (Atari Games 1989) and clone Klax (Alternate).
- 5th August 1997: Dumped Klax (set 1).

LEVELS: 100

Other Emulators:
* Retrocade

Romset: 770 kb / 17 files / 272.5 zip
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