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Cloak & Dagger (rev 5)

| 1983

Release type:
Units produced: Atari
Controls/Input Device: Control(doublejoy8way), Buttons(2)
Number of Players: 2
More Creator:
More Coder/Software:
License from/Copyright:
SoundMix: Mono
More Graphics/Artwork:
More Music/Sound:
Acting Talent involved:
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MAME folder name: cloak

Display: raster 256x232 @ 60.00Hz (60.00 pixclock)
Sound: 1 channels

Emulated in MAME via driver cloak.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 64; Savestate: supported

136023-105.bin with 4096kb
sha1:802c5839be9e9e33c75ca7318043ecdb7b82f721 crc:ee443909
136023-106.bin with 4096kb
sha1:d57acdcfb7b3de65f0162bdc041efff4c7eeff18 crc:d708b132
136023-107.bin with 4096kb
sha1:6f241e772f8b46c8d3acad2e967f1ab530886b11 crc:c42c84a4
136023-108.bin with 4096kb
sha1:b21a32b2ff5363ab35fd1438344a04deb4077dbc crc:4fe13d58
136023-116.3n with 256kb
sha1:442df346a40b1e20d599ed9877c699e00ab518ba crc:ef2668e5
136023-501.bin with 8192kb
sha1:3bab091afb846ea5f09200e3b44dc8dd430993fe crc:c2dbef1b
136023-502.bin with 8192kb
sha1:58e50661c077415d9465d85c015b8238b4552304 crc:316d0c7b
136023-503.bin with 16384kb
sha1:b3e310110c6d76fa11c44561eb8281aec5f2d1ae crc:b9c291a6
136023-504.bin with 16384kb
sha1:76c375ccbd0956779942a72ad2e3c3b8c6203ab3 crc:d014a1c0
136023-509.bin with 8192kb
sha1:8ed7efca766611d433a4fec16ae9c05131a157f4 crc:46c021a4
136023-510.bin with 8192kb
sha1:19e404354418f95ed7079420fe51110f30e349ed crc:8c9cf017
136023-511.bin with 8192kb
sha1:9597a02a20113baea656ad5d581311abc2865fb1 crc:66fd8a34
136023-512.bin with 8192kb
sha1:b4b74115e58d67de2f50c1a6a39f34f116f0df29 crc:48c8079e
136023-513.bin with 8192kb
sha1:c016db6c0ca6d72ca8425d807d95f43dc87e6788 crc:13f1cbab
136023-514.bin with 8192kb
sha1:bd6f838b224abed78fbdb7da17baa892289fc2f2 crc:6f8c7991
136023-515.bin with 8192kb
sha1:27f320b74e7bdb29d4bc505432c96284f482cacc crc:835438a0
Mameinfo.dat entry:
0.37b10 [Yochizo]


- 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


* 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:
Cloak & Dagger (c) 1983 Atari.

Agent X, complete with trenchcoat, Bogie hat, and briefcase, hurries through a series of adventures and misadventures to retrieve stolen plans and destroy dastardly Dr. Boom's subterranean bomb factory. Our masked hero descends to the depths of Dr. Boom's laboratory in a special elevator. On each floor he encounters a series of conveyor belts that are moving explosives. A giant bomb ticks down the game seconds while devices of Dr. Boom's plotting, such as bomb converters, forklifts deflecting shots back at Agent X, robot guards, acid pits, and crawling eyes shooting death rays, challenge the player(s).

CLOAK & DAGGER is a 1- or 2-player game with a color raster video display. You control Agent X as he descends underground floor by floor in an elevator to Dr. Boom's lab, located on the 33rd floor. Your main goal is to retrieve Top Secret plans that are surrounded by an electrical arc. To stop the electrical current, Agent X must shoot all the fiery nodes as he fights off robot guards.

As Agent X leaves the elevator on each floor, he must make his way carefully and quickly across the screen to another exit. Each floor displays a configuration of conveyor belts moving green unarmed and red armed explosives. Agent X can pick up the green explosives. The red explosives will explode on contact. Some floors have marauding robot guards, death-ray shooting crawling eyes, and acid pits.

Once Agent X has the top secret plans in hand, he must make his way back to the surface. If he exits on a floor that was bombed on the way down, he will find a massive crater protected by node monsters and the previously mentioned attackers. If he exits on a floor that was not bombed, a superguard will join the other attackers to challenge Agent X. On the final level, rumors are that he will meet the notorious Dr. Boom himself.

At the center of the display, a double-coiled fuse to a giant bomb is ticking down the game seconds for each level. Agent X can light the fuse in a rush for bonus points, but must be able to escape that level before the bomb explodes. If the fuse has shortened on its own to one coil, it lights automatically and prompts Agent X to make a mad dash to the waiting elevator. The doors close just as a burst of light from the explosion is seen. The game's perspective now changes to a full view inside the elevator. Messages flash across the elevator to give helpful hints on the next level.

Dr. Boom has placed explosive mines on every 4th floor. On each of the preceding 3 floors Agent X can pick up a secret map box that will show him part of the safe path across the minefield on the next 4th floor.

Agent X's first goal is to travel successfully from one elevator to the other; his second goal is to pick up a secret box to get a map of the minefield on levels 4, 8, 12, 16, 20, 24, 28, and 32; the third goal is to light the bomb fuse and escape before the explosion.

As game play progresses, Agent X may find an extra-life box and a mystery box that give bonus points, double speed, half speed, and occasionally, an extra life. Extra bonus points are earned for picking up green unarmed explosives or for skipping floors.

If Agent X succeeds in capturing the top secret plans, he must fight his way back up to the top level. The appearance of box compressors, crawling eyes, and other enemies are more random on the way up than on the way down. If Agent X makes it back to the surface, a free game will be awarded (depending on the settings of the option switches).

The game ends when you use up your last life or successfully make it to the surface.


Game ID : 136023

Main CPU : MOS Technology M6502 (@ 1 Mhz), MOS Technology 6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.5 Mhz)

Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 64

Players : 1
Control : Double 8-way joystick
Buttons : 1


Released in December 1983.

A Cloak & Dagger unit appears in the 1984 movie 'Cloak and Dagger'.

This game was in development independently from the movie of the same name under the title "Agent X". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak & Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak & Dagger'. There were about 5000 games produced which made it into the market place.

John McAllister holds the official record for this game with 1,497,744 points on April 1, 2009.


Shooting cave walls : 1 point
Shooting unarmed explosives : 10 points
Shooting armed explosives : 50 points, 100 bonus points
Shooting sleeping guard : 50 points, 100 bonus points
Picking up unarmed explosive : 100 points, 100 bonus points
Shooting alert guard : 200 points, 100 bonus points
Shooting lab arc-node : 200 points
Picking up mystery box : 200-1800 points, 100 bonus points
Shooting node monster : 1000 points, 100 bonus points
Shooting crawling eye : 1000 points, 200 bonus points
Shooting super-guard : 2000 points, 200 bonus points
Shooting Dr. Boom : 50,000 points
Picking up secret plans : 100,000 points
Lighting fuse : 2000-9000 bonus points (the shorter the fuse the more points awarded)

Note : Once fuse is lit, all points awarded are doubled!


* Hints for Game Play :
Develop skill for controlling the 8-position joysticks.
Memorize the mine fields.
Destroy the crawling eyes by spreading out shots.
Judge timing through the box compressors that first appear on level 17.
Learn levels where it is best NOT to shoot everything.

* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time.


Team Leader : John Ray
Designed and programmed by : Russel Dawe (RBD)


Edit this entry: http://www.arcade-history.com/?&page=detail&id=476&o=2

Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 00B3 00000009 FFFFFFFF Infinite Credits
00000000 027D 00000005 FFFFFFFF Infinite Lives PL1
00000303 0279 00000020 FFFFFFFF Select floor PL1 To be used in the lift
00000000 02BF 00000005 FFFFFFFF Infinite Lives PL2
00000303 02BB 00000020 FFFFFFFF Select floor PL2 To be used in the lift

Credit Pugsy's MAME Cheat file