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Units produced: [Sanritsu] Sega
Controls/Input Device: Control(joy8way), Buttons(3)
Number of Players: 2
Acting Talent involved:
More Machine Details:
More System Details:
Game Awards Nominations:
Game Awards Won:
Bank Panic VGMuseum Game Endings
Bank Panic on CAESAR
Bank Panic high score and replay at MARP
Bank Panic on datObase
MAME folder name: bankp
Display: raster 224x224 @ 60.00Hz (60.00 pixclock)
Sound: 1 channels
Emulated in MAME via driver bankp.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 256; Savestate: unsupported
315-5073.pal16l4 with 1kb
315-5074.2c.bin with 603kb
epr-6165.5l with 8192kb
epr-6166.5k with 8192kb
epr-6167.5i with 8192kb
epr-6168.5h with 8192kb
epr-6169.5f with 8192kb
epr-6170.5e with 8192kb
epr-6171.5d with 8192kb
epr-6172.5b with 8192kb
epr-6173.7h with 16384kb
epr-6174.7f with 16384kb
epr-6175.7e with 16384kb
epr-6176.7d with 8192kb
pr-6177.8a with 32kb
pr-6178.6f with 256kb
pr-6179.5a with 256kb
- 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)
* FB Alpha
Recommended Games (Star Force):
Night Star (DECO Cassette)
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
GunHed (Tourvision PCE bootleg)
The Next Space
Super Star Soldier (Tourvision PCE bootleg)
Strike Gunner S.T.G
Final Star Force
Viper Phase 1
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
Bank Panic (c) 1984 Sega.
A reaction-based shoot-em-up in which the player takes on the role of a gun-slinging Deputy, who has been charged with protecting the town bank from outlaws.
Each stage contains twelve numbered doors, with three doors visible on-screen at any one time. The player must scroll the screen left or right to bring other doors into view. At regular intervals, one or more doors will open to reveal either a bank customer or an outlaw. The customers must be allowed to deposit their money unharmed while the outlaws must be shot before they have a chance to shoot the deputy. Some of the outlaws must be shot twice before they are killed. If the player kills an innocent citizen, a player life is lost.
Doors will only open when they are on-screen and a level is only completed once cash has been deposited safely into the bank via each of the twelve doors. Each level has a tight time limit, so it's important to ensure that the player reaches the doors that are about to be opened as quickly as possible. Imminent visitors are indicated by a bar graph situated above each door, with a moving red marker showing the approach of either a customer or robber.
In addition to the outlaws, players must also be wary of time bombs that occasionally appear on one of the doors; this is indicated by both a timer and an icon above the door with the bomb. The bomb must be reached and its fuse shot before the timer runs out. As well as the outlaws and customers, a small, bow-legged cowboy occasionally appears holding gifts above his head, these can be shot for bonus points. Occasionally, an open door will reveal a town citizen bound by ropes. The player must shoot the ropes with a single shot to free the citizen.
Bonus points are awarded for the completion of a level, with the amount determined by remaining level time and the number of moneybags deposited. Players can choose to start the game on either level one, three or six, with the harder levels earning higher bonus points for stage completion.
- TECHNICAL -
Cabinet dimensions : 69,5inch. high x 27inch. wide x 32,25inch. deep.
Main CPU : Zilog Z80 (@ 3.86712 Mhz)
Sound Chips : (3x) Texas Instruments SN76496 (@ 3.86712 Mhz)
Players : 2
Control : 2-way joystick
Buttons : 3
=> [A] Left fire, [B] Center fire, [C] Right fire
- TRIVIA -
Bank Panic was released in December 1984.
Sanritsu is the actual developer of this game, and Sega produced and distributed it. In fact, if you look through the graphical data, you can see Sanritsu's logo amongst the different tiles and sprites.
The character's names are John, Sam (with a robber behind him), Hope (tied up with rope), Mary and Ann (with a robber behind her). Your character is simply referred to as the Hero.
Alessandro Giuriato and Gary Hatt share the official record for this game with 9,999,999 points on March 5, 1985 and May 27, 1987, respectively.
- SCORING -
Killing a gunman :
Before he draws his gun : 100 or 200 points.
With the timer on 0.00 : 5,000 points for red shirt gunman (may also earn EXTRA letter).
With the timer on 0.00 : 3,000 points for green shirt gunman.
With the timer on 0.00 : 2,000 points for brown shirt gunman.
With the timer on 0.01-0.10 : 1,000 points.
With the timer on 0.11-0.15 : 800 points.
With the timer on 0.16-0.20 : 700 points.
With the timer on 0.21-0.25 : 600 points.
With the timer on 0.26-0.33 : 300 points.
Shooting the bomb : 100 points.
First bag of money : 200 points.
Second bag of money through the same door : 400 points.
Third bag of money through the same door : 600 points.
Fourth or more bag of money through the same door : 1,000 points.
A money bag deposited at a door with a cashier present: 1000 points bonus.
Regaining a stolen money bag : 1000 points.
Shooting the rope on a customer who is tied up: 3 bags of money worth 1,000 points each (3,000 points total).
Shooting the hats: 100 points for the first one, 200 points for the second, 300 points for the third, etc...
Shooting the bag of money after all the hats : 1,000 points bonus.
There are only three and four hats on rounds 1 and 2 respectively.
Sometimes after a woman is help up and the gunman is killed, a 500 points bonus is awarded (woman peeks in the door before it closes, winks and a red heart is shown).
Sometimes after a man is help up and the gunman is killed, a 200 points bonus is awarded (man peeks in the door before it closes, smiles and waves).
If EXTRA is spelled, the player earns an extra life plus 20,000 bonus points, and the game advances to the next level.
End of level bonuses :
Money bags 1-12 : 50 points each
Money bags 13-24 : 100 points each
Money bags 25-36 : 150 points each
Money bags 37-48 : 200 points each
Fair average bonus :
0:00 awards 10,000 points.
0:01 awards 9,000 points.
0:02 awards 8,000 points.
0:03 awards 7,000 points.
0:04 awards 6,000 points.
0:05 awards 5,000 points.
0:06 awards 4,000 points.
0:07 awards 3,000 points.
0:08 awards 2,000 points.
0:09 awards 1,000 points.
0:10 and above awards no points (game displays 'non points').
Timer bonus : 100 points per click of time remaining.
Starting on Level 3 : 20,000 points bonus for clearing level 3.
Starting on Level 6 : 60,000 points bonus for clearing level 6.
Robber Bosses must be shot twice to be killed - you get two scores based on the time of each hit.
- TIPS AND TRICKS -
* Try to always allow a gunman to draw, as you only score 100 points if he doesn't. If two or more gunmen appear take one out straight away, as it is a lot more difficult to kill more than one when they draw.
* You don't have to shoot the little guy with the hat an exact number of times, just once for each hat or more. So fire as many times as you can and you will get the bonus points.
* You should try to defuse bombs as soon as possible.
* Doors cannot be opened while you are moving, so move directly to the door you require without stopping.
* Watch the indicators above the door numbers to see which doors will be opening soon. If there are two next to each other, try to get only one of them on screen so you do not have to possibly contend with more than one gunman simultaneously.
- STAFF -
Developed by: Sanritsu
- PORTS -
* Consoles :
Sega SG-1000 [JP] (1985)
Sega Master System (1987)
* Computers :
Sinclair ZX Spectrum (1985, "West Bank")
Amstrad CPC (1986, "West Bank")
Commodore C64 (1986, "West Bank")
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=182&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
00000000 E0A5 00000038 FFFFFFFF Infinite Time
00000000 E078 00000039 FFFFFFFF Infinite Bomb Time You will still need to shoot the bomb on the door to let someone through to deposit money but the bomb will never go off.
00000000 E0A0 00000006 FFFFFFFF Infinite Lives
00000001 E0CC 0000000B FFFFFFFF One Money Bag needed Now!
20A00000 99CD 00DFBACD FFFFFFFF Auto Shooting a Robber
20A10000 DFBA 00D5E5DD FFFFFFFF Auto Shooting a Robber (02/16) 1st = call $DFBA, 2nd = push ix / push de
20B10000 DFBD E46021DD FFFFFFFF Auto Shooting a Robber (03/16) ld ix,$E460
20A10000 DFC1 00002011 FFFFFFFF Auto Shooting a Robber (04/16) ld de,$0020
20910000 DFC4 0000013E FFFFFFFF Auto Shooting a Robber (05/16) ld a,$01
20B10000 DFC6 7602CBDD FFFFFFFF Auto Shooting a Robber (06/16) bit 6,(ix+$02)
20910000 DFCA 00000C20 FFFFFFFF Auto Shooting a Robber (07/16) jr nz,$DFD8
20A10000 DFCC 003C19DD FFFFFFFF Auto Shooting a Robber (08/16) add ix,de / inc a
20B10000 DFCF F32004FE FFFFFFFF Auto Shooting a Robber (09/16) cp $04 / jr nz,$DFC6
20A10000 DFD3 00E0063A FFFFFFFF Auto Shooting a Robber (10/16) ld a,($E006)
20A10000 DFD6 00000D18 FFFFFFFF Auto Shooting a Robber (11/16) jr $DFE5
20B10000 DFD8 022003FE FFFFFFFF Auto Shooting a Robber (12/16) cp $03 / jr nz,$DFDE
20910000 DFDC 0000043E FFFFFFFF Auto Shooting a Robber (13/16) ld a,$04
20B10000 DFDE 07070707 FFFFFFFF Auto Shooting a Robber (14/16) rlca / rlca / rlca / rlca
20A10000 DFE2 00E00632 FFFFFFFF Auto Shooting a Robber (15/16) ld ($E006),a
20B10000 DFE5 C9E1DDD1 FFFFFFFF Auto Shooting a Robber (16/16) pop de / pop ix / ret
00000000 E071 00000000 00000010 Rapid Fire
00010000 E071 00000000 00000020 Rapid Fire (2/3)
00010000 E071 00000000 00000040 Rapid Fire (3/3)
60000000 0000 00000000 00000000 [ Sound Test is enabled after ]
60000000 0000 00000000 00000000 [ 1st inserted a credit. ]
60000000 0000 00000000 00000000 [ Left/Right = Select a code, ]
60000000 0000 00000000 00000000 [ B1 = Play, B2 = Play Fast ]
00000086 E010 00000000 FFFFFFFF Sound Test Sound Code
20A10000 0334 004700DB FFFFFFFF Sound Test (02/18) in a,($00) / ld b,a
20B10000 0337 B8E0113A FFFFFFFF Sound Test (03/18) ld a,($E011) / cp b
20910000 033B 00002E28 FFFFFFFF Sound Test (04/18) jr z,$036B
20B10000 033D 78E01021 FFFFFFFF Sound Test (05/18) ld hl,$E010 / ld a,b
20B10000 0341 0E2802FE FFFFFFFF Sound Test (06/18) cp $02 / jr z,$0353
20B10000 0345 0D2808FE FFFFFFFF Sound Test (07/18) cp $08 / jr z,$0356
20B10000 0349 102810FE FFFFFFFF Sound Test (08/18) cp $10 / jr z,$035D
20B10000 034D 082880FE FFFFFFFF Sound Test (09/18) cp $80 / jr z,$0359
20A10000 0351 00341418 FFFFFFFF Sound Test (10/18) jr $0367 / inc (hl)
20A10000 0354 00351118 FFFFFFFF Sound Test (11/18) jr $0367 / dec (hl)
20B10000 0357 FF160E18 FFFFFFFF Sound Test (12/18) jr $0367 / ld d,$FF
20B10000 035B 00160218 FFFFFFFF Sound Test (13/18) jr $035E / ld d,$00
20A10000 035F 00001E7E FFFFFFFF Sound Test (14/18) ld a,(hl) / ld e,$00
20910000 0362 0000000E FFFFFFFF Sound Test (15/18) ld c,$00
20B10000 0364 78DA04CD FFFFFFFF Sound Test (16/18) call $DA04 / ld a,b
20A10000 0368 00E01132 FFFFFFFF Sound Test (17/18) ld ($E011),a
20910000 036B 0000C718 FFFFFFFF Sound Test (18/18) jr $0334
Credit Pugsy's MAME Cheat file