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M.I.A. - Missing in Action (version T)

 
Arcade
Arcade
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M.I.A. - Missing in Action (version T)

| 1989
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Developer: Konami
Controls/Input Device: Control(joy8way), Buttons(3)
Number of Players: 2
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SoundMix: Mono
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Mameinfo.dat entry:
0.37b10 [Yochizo]


WIP:

- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.


LEVELS: 8 (restarts once)


Other Emulators:

* FB Alpha

* JFF

* Raine


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Romset: 2016 kb / 8 files / 457.8 zip


Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
M.I.A. - Missing in Action (c) 1989 Konami.

M.I.A. is a direct sequel to 1985's 'Green Beret' and, like it's predecessor, is a horizontally scrolling jump and shoot game for one or two players. Special forces soldiers must penetrate several enemy-packed combat zones to reach a POW compound.

Upon reaching the compound, the player must infiltrate and rescue the POWs held there, before escorting them safely through a final enemy-packed level to the rescue helicopter that awaits at the end.

Unlike 'Green Beret', the two-player game in M.I.A. sees both players fighting side-by-side, instead of the alternate approach of the original game.

The game consists of six stages;

* War-torn battlefield
* Airstrip
* Jungle
* Rail Yard
* PoW Base
* Escort the PoW's to the Helicopter

The first four stages are presented in random order and may also be "mirrored", so players battle right-to-left instead of left-to-right. This vastly increases variety to the game and adds replay value. The PoW and helicopter stages are always the last two stages. At the end of each level, the players must fight off a flurry of enemy troops and destroy gun emplacements and watch towers. Certain sections of each stage offer players a different route, with both platforms and underground tunnels that can be utilized and explored.

As with 'Green Beret', players start each level carrying only a combat knife. Specific enemy troops carry weapons which are dropped when the soldier is killed and can be picked up by the players. The weapons are always carried by soldiers wearing red uniforms, and range from an assault rifle, grenades, a flame-thrower or a bazooka. Players can carry more than one weapon and can cycle through them as needed. Each collected weapon has only a limited supply of shots.

After rescuing the PoW's on the sixth stage, players must escort as many of the escapees as possible to a waiting helicopter, and must get at least one PoW safely aboard the chopper to complete the mission and start a new set of stages.

- TECHNICAL -

Game ID : GX808

Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)

Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024

Players : 2
Control : 8-way joystick
Buttons : 3

- TRIVIA -

Released in January 1989.

- TIPS AND TRICKS -

At the enemy installation at the end of War-torn battlefield level is a three story building with six doors, out of which pour hordes of enemy troops. Position your Commando in the far bottom corner of the building and lay down. Providing you time your attacks correctly, you should be able to kill all of the attacking troops with no risk to yourself.

- SERIES -

1. Green Beret (1985)
2. M.I.A. - Missing in Action (1989)

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=1422&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00100000 60179 00000000 FFFFFFFF Infinite Time
60000000 00000 00000000 00000000 ---------------------------------------------------------------
60000000 00000 00000000 00000000 If you 'always' have an Extra Weapon 1 then the Extra Weapons
60000000 00000 00000000 00000000 2, 3 & 4 will not be effectively selectable (and so on).
60000000 00000 00000000 00000000 ---------------------------------------------------------------
00000000 60006 0000000D FFFFFFFF Infinite Lives PL1
00000000 60015 00000078 FFFFFFFF Invincibility PL1
00000000 60019 00000064 FFFFFFFF Infinite Ammo Extra Weapon 1 PL1 Makes Infinite Ammo Extra Weapon 2-4 pointless.
62000000 00000 00000000 00000000 Select Extra Weapon 1 PL1
00010000 60018 00000000 FFFFFFFF None
00010000 60018 00000001 FFFFFFFF Grenade
00010000 60018 00000002 FFFFFFFF Rifle
00010000 60018 00000003 FFFFFFFF Bazooka
00010000 60018 00000004 FFFFFFFF Flamethrower
00000000 6001B 00000063 FFFFFFFF Infinite Ammo Extra Weapon 2 PL1 Pointless with Infinite Ammo Extra Weapon 1
62000000 00000 00000000 00000000 Select Extra Weapon 2 PL1
00010000 6001A 00000000 FFFFFFFF None
00010000 6001A 00000001 FFFFFFFF Grenade
00010000 6001A 00000002 FFFFFFFF Rifle
00010000 6001A 00000003 FFFFFFFF Bazooka
00010000 6001A 00000004 FFFFFFFF Flamethrower
00000000 6001D 00000063 FFFFFFFF Infinite Ammo Extra Weapon 3 PL1 Pointless with Infinite Ammo Extra Weapon 1-2
62000000 00000 00000000 00000000 Select Extra Weapon 3 PL1
00010000 6001C 00000000 FFFFFFFF None
00010000 6001C 00000001 FFFFFFFF Grenade
00010000 6001C 00000002 FFFFFFFF Rifle
00010000 6001C 00000003 FFFFFFFF Bazooka
00010000 6001C 00000004 FFFFFFFF Flamethrower
00000000 6001F 00000063 FFFFFFFF Infinite Ammo Extra Weapon 4 PL1 Pointless with Infinite Ammo Extra Weapon 1-3
62000000 00000 00000000 00000000 Select Extra Weapon 4 PL1
00010000 6001E 00000000 FFFFFFFF None
00010000 6001E 00000001 FFFFFFFF Grenade
00010000 6001E 00000002 FFFFFFFF Rifle
00010000 6001E 00000003 FFFFFFFF Bazooka
00010000 6001E 00000004 FFFFFFFF Flamethrower
60000000 00000 00000000 00000000
00000000 60086 0000000D FFFFFFFF Infinite Lives PL2
00000000 60095 00000078 FFFFFFFF Invincibility PL2
00000000 60099 00000064 FFFFFFFF Infinite Ammo Extra Weapon 1 PL2 Makes Infinite Ammo Extra Weapon 2-4 pointless.
62000000 00000 00000000 00000000 Select Extra Weapon 1 PL2
00010000 60098 00000000 FFFFFFFF None
00010000 60098 00000001 FFFFFFFF Grenade
00010000 60098 00000002 FFFFFFFF Rifle
00010000 60098 00000003 FFFFFFFF Bazooka
00010000 60098 00000004 FFFFFFFF Flamethrower
00000000 6009B 00000063 FFFFFFFF Infinite Ammo Extra Weapon 2 PL2 Pointless with Infinite Ammo Extra Weapon 1
62000000 00000 00000000 00000000 Select Extra Weapon 2 PL2
00010000 6009A 00000000 FFFFFFFF None
00010000 6009A 00000001 FFFFFFFF Grenade
00010000 6009A 00000002 FFFFFFFF Rifle
00010000 6009A 00000003 FFFFFFFF Bazooka
00010000 6009A 00000004 FFFFFFFF Flamethrower
00000000 6009D 00000063 FFFFFFFF Infinite Ammo Extra Weapon 3 PL2 Pointless with Infinite Ammo Extra Weapon 1-2
62000000 00000 00000000 00000000 Select Extra Weapon 3 PL2
00010000 6009C 00000000 FFFFFFFF None
00010000 6009C 00000001 FFFFFFFF Grenade
00010000 6009C 00000002 FFFFFFFF Rifle
00010000 6009C 00000003 FFFFFFFF Bazooka
00010000 6009C 00000004 FFFFFFFF Flamethrower
00000000 6009F 00000063 FFFFFFFF Infinite Ammo Extra Weapon 4 PL2 Pointless with Infinite Ammo Extra Weapon 1-3
62000000 00000 00000000 00000000 Select Extra Weapon 4 PL2
00010000 6009E 00000000 FFFFFFFF None
00010000 6009E 00000001 FFFFFFFF Grenade
00010000 6009E 00000002 FFFFFFFF Rifle
00010000 6009E 00000003 FFFFFFFF Bazooka
00010000 6009E 00000004 FFFFFFFF Flamethrower
60000000 00000 00000000 00000000
00000020 62037 00000000 FFFFFFFF Sound Test Timer Stop [PL2 Start]Next Code

Credit Pugsy's MAME Cheat file
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