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ESP Ra.De. (Japan Ver 1998 4/21)

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Platform:

ESP Ra.De. (Japan Ver 1998 4/21)

| 1998
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Notes:
Release type:
Units produced: Atlus/Cave
Controls/Input Device: Control(joy8way), Buttons(3)
Number of Players: 2
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MAME folder name: espradej

Display: raster 320x240 @ 57.55Hz (57.55 pixclock)
Sound: 2 channels

Emulated in MAME via driver cave.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 32768; Savestate: unsupported

Roms:
u19.bin with 4194304kb
sha1:34d70bb5798de85d892c062001d9ac1d6604fd9f crc:f54b1cab
u41.bin with 524288kb
sha1:f584227b85c347d62d5f179445011ce0f607bcfd crc:734b3ef0
u42.bin with 524288kb
sha1:1c176185b6f1531752b633a97f705ffa0cfeb5ad crc:75d03c42
u51.bin with 4194304kb
sha1:ef05447cd8565ae24bb71db42342724622ad1e3e crc:0b9b875c
u52.bin with 4194304kb
sha1:e98da45497e1aaf0d6ab352ec3e43c7438ed792a crc:e7abe7b4
u53.bin with 4194304kb
sha1:8b7355cbad119f4e1add14e5cd5e343ec6706104 crc:51a0f391
u54.bin with 4194304kb
sha1:b7f5ab67071a1d9dd3d2c1cd2304d9cdad68850c crc:e7ca6936
u55.bin with 4194304kb
sha1:d0a74fb3d36fe522ef075e5ae44a9980da8abe2f crc:f53bd94f
u63.bin with 4194304kb
sha1:9519e365248bcec8419786eabb16fe4aae299af5 crc:2f2fe92c
u64.bin with 4194304kb
sha1:53549a2bd3edc7b5e73fb46e1421b156bb0c190f crc:491a3da4
u65.bin with 4194304kb
sha1:94e72da1f542b4e0525b4b43994242816b43dbdc crc:06563efe
u66.bin with 4194304kb
sha1:e77d0ed7a11b5abca1df8a0eb20ac9360cf79e76 crc:7bbe4cfc
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:
ESP Ra.de. (c) 1998 Atlus.

A vertically scrolling shoot'em up game.

- TECHNICAL -

Game ID : ATC04

Cave 1st Generation Hardware

Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM

Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768

Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Secondary shoot, [C] Psychic bomb

- TRIVIA -

ESP Ra.de. was released in April 1998 in Japan.

Pronounced 'espraid', this game is known outside Japan as "ESP Ra.de. [International ver.]". ESP means 'ExtraSensory Perception'.

Soundtrack releases :
Dodonpachi/esprade Soundtrack [Scitron / Gamest - SGCD-000002 - Nov 6, 1998]
Guwange/ ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007]

- TIPS AND TRICKS -

* Counter Display : Insert a coin, hold B button and press Start.

* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :

YUSUKE :
Press A button : Houoh High School, Random, Random.
Press B button : Houoh High School, Shopping Mall At Night, Bay Area.
Press C button : Houoh High School, Bay Area, Shopping Mall At Night.

JB-5TH :
Press A button : Shopping Mall At Night, Random, Random.
Press B button : Shopping Mall At Night, Bay Area, Houoh High School.
Press C button : Shopping Mall At Night, Houoh High School, Bay Area.

IRORI :
Press A button : Bay Area, Random, Random.
Press B button : Bay Area, Houoh High School, Shopping Mall At Night.
Press C button : Bay Area, Shopping Mall At Night, Houoh High School.

* ESP Ra.de. weapons :
1) Shot : your main shot is fired with the A button, and is the basic fire. If you just tap, the character will move at maximum speed: if you hold down the button, the character will slow down, about 20% slower. When you use the normal shot and have a chain going, destroying enemies while the timer is still active will grant you the multiplied score, i.e. if you have a x15 multiplier active and you destroy enemies, they all will be worth their value x15.You need to take four big "P" power-ups to be fully powered, or 4/8/12/16 (in this order) small "P" power-ups.
2) Secondary Shoot : actually the most important of the two basic weapons: Beside making a lot of damage, it triggers multipliers for your basic points. It works in this way: if you shoot a blast of the secondary shot and hit an enemy, you can land on it from 1 to 15 energy bars (the bar is located at the bottom of the screen, on the player's side of course). If you destroy the hit enemy with the main shot, you will also trigger a timer for your multiplier: depending on enemy's size, you can get from 0.5 to 2 seconds to continue the chain and keep having the said multiplier on score. Now, the only way to replenish said timer is to collect the bonus cubes. These cubes are released by larger (i.e. that take more hits to explode) enemies and by engulfing bullets into explosions: if this happens, every bullet will be turned into a bonus cube. Now, when you land a secondary attack on an enemy and then destroy it with the main weapon, you will trigger the multiplier bonus: said multiplier is based on the level of energy that lands on the enemy. For instance, if you land a full level 15 secondary attack on an enemy and then destroy it, you will trigger a x16 multiplier : the basic formula is Energy Bar+1=Multiplier Value, or EB+1=MV
The amount of energy in stock depends on your power level : you start at 7/15, then increase by +2 per full power-up. Now, one final note on the bonus cubes: every cube gives you back 0.1 seconds on your multiplier timer. The maximum timer, however, can never be higher than 2 seconds. Bonus cubes are also (obviously) worth points, hence the name: every bonus cube is worth 100 points x the MV, so big showers of cubes are worth a lot of points and will maintain the multiplier going.
3) Psychic bomb : is your limited weapon to get rid of enemies once you don't know what to do. It basically works in this way: you have a big energy bar on the right of the EB, which tells you how much energy you have to use on the bomb. Once you push the C button, you will release a quick blast of energy which will damage hit enemies: unlike the typical smart bomb, it won't clear the screen of all dangers. However, if you hold down the C button, you will create an aura of invincibility, and accumulate more power: this is useful to release more powerful blasts. Once you hold down the button, all bullets going against your barrier turn into bonus cubes, so you can also get back some of them. You can use up to half of the bar for one huge blast (holding down the button will consume your energy).
Now, the bonus cubes we've spoken about are also meant to make you replenish your bomb. How? Once you reach 200 cubes (counter is below the score), the game will be a bit harder and the bonus counter will flash. This also means that you will get more bullets to be cancelled into cubes with explosions, and thus a better change to keep a multiplier going.
Since we've spoken of replenishing the bomb energy, let's see how it works. Once you reach the 200 cubes value, if you don't have a full bomb bar, the bonus cubes will turn into energy bonuses. These will replenish your bomb bar, but the counter will turn quickly back to 0: once it's reset, you won't get any energy bonuses. Also, next time you will get energy bonuses will be at 300 cubes, then 400, then 500. Finally, if you die, your counter will be reduced at 75% of the stock, then 66%, then 50%, etc...

- SERIES -

1. ESP Ra.de. (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
4. Espgaluda II [Black Label] [Model K2F-00001] (2010, XBOX360)

- STAFF -

Developed by CAVE.

Producer : Kenichi Takano
Super visor : Hiroyuki Tanaka (Atlus)
Chief programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Ryuichi Yabuki
Chief designer : Junya Inoue
Designers : Akira Wakabayashi, Yuko Nakamura
CG designers : Riichirou Nitta, Atushi Aburano
Sound producer : Junya Inoue
Sound director : Hiroshi Horiguchi (Two Five)
Music composer : Masahiro Kusunoki (Two Five)
Sound effects : Ryuichi Yabuki
Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura
Special assist : Toshiaki Tomizawa

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=763&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 101227 00000009 FFFFFFFF Infinite Credits
60000000 000000 00000000 00000000
00000000 10254F 00000007 FFFFFFFF Infinite Lives PL1
00000000 102750 0000000F FFFFFFFF Infinite Bombs PL1
00000000 102748 000000F0 FFFFFFFF Invincibility PL1
00000000 10272B 00000004 FFFFFFFF Maximum Power PL1
60000000 000000 00000000 00000000
00000000 102551 00000007 FFFFFFFF Infinite Lives PL2
00000000 1027A0 0000000F FFFFFFFF Infinite Bombs PL2
00000000 102798 000000F0 FFFFFFFF Invincibility PL2
00000000 10277B 00000004 FFFFFFFF Maximum Power PL2

Credit Pugsy's MAME Cheat file
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