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  1. 21:19:34 T:2044 M:4294967295 NOTICE: -----------------------------------------------------------------------
  2. 21:19:34 T:2044 M:4294967295 NOTICE: Starting XBMC, Platform: Windows 7, 64-bit (WoW) build 7600. Built on Mar 8 2011 (Git:e9e9099, compiler 1500)
  3. 21:19:34 T:2044 M:4294967295 NOTICE: Intel(R) Core(TM) i7 CPU Q 740 @ 1.73GHz
  4. 21:19:34 T:2044 M:4294967295 NOTICE: Desktop Resolution: 1920x1080 32Bit at 60Hz
  5. 21:19:34 T:2044 M:4294967295 NOTICE: Running with administrator rights
  6. 21:19:34 T:2044 M:4294967295 NOTICE: special://xbmc/ is mapped to: C:\Program Files (x86)\XBMC
  7. 21:19:34 T:2044 M:4294967295 NOTICE: special://xbmcbin/ is mapped to: C:\Program Files (x86)\XBMC
  8. 21:19:34 T:2044 M:4294967295 NOTICE: special://masterprofile/ is mapped to: C:\Users\Mic\AppData\Roaming\XBMC\userdata
  9. 21:19:34 T:2044 M:4294967295 NOTICE: special://home/ is mapped to: C:\Users\Mic\AppData\Roaming\XBMC
  10. 21:19:34 T:2044 M:4294967295 NOTICE: special://temp/ is mapped to: C:\Users\Mic\AppData\Roaming\XBMC\cache
  11. 21:19:34 T:2044 M:4294967295 NOTICE: The executable running is: C:\Program Files (x86)\XBMC\XBMC.exe
  12. 21:19:34 T:2044 M:4294967295 NOTICE: Log File is located: C:\Users\Mic\AppData\Roaming\XBMC\xbmc.log
  13. 21:19:34 T:2044 M:4294967295 NOTICE: -----------------------------------------------------------------------
  14. 21:19:34 T:2044 M:4294967295 NOTICE: Setup SDL
  15. 21:19:34 T:2044 M:4294967295 NOTICE: Found screen: Generic PnP Monitor on ATI Mobility Radeon HD 5870, adapter 0.
  16. 21:19:34 T:2044 M:4294967295 NOTICE: Primary mode: 1920x1080 @ 60.00 - Full Screen
  17. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 640x480 @ 60.00 - Full Screen
  18. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  19. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 800x480 @ 60.00 - Full Screen
  20. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  21. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 800x600 @ 60.00 - Full Screen
  22. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  23. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1024x480 @ 60.00 - Full Screen
  24. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  25. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1024x600 @ 60.00 - Full Screen
  26. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  27. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1024x768 @ 60.00 - Full Screen
  28. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  29. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1280x720 @ 60.00 - Full Screen
  30. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  31. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1280x768 @ 60.00 - Full Screen
  32. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  33. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1280x1024 @ 60.00 - Full Screen
  34. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  35. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1400x1050 @ 60.00 - Full Screen
  36. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  37. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1680x1050 @ 60.00 - Full Screen
  38. 21:19:34 T:2044 M:4294967295 NOTICE: Previous line repeats 2 times.
  39. 21:19:34 T:2044 M:4294967295 NOTICE: Additional mode: 1920x1080 @ 60.00 - Full Screen
  40. 21:19:34 T:2044 M:4294967295 NOTICE: load settings...
  41. 21:19:34 T:2044 M:4294967295 NOTICE: special://profile/ is mapped to: special://masterprofile/
  42. 21:19:34 T:2044 M:4294967295 NOTICE: loading special://masterprofile/guisettings.xml
  43. 21:19:34 T:2044 M:4294967295 NOTICE: Getting hardware information now...
  44. 21:19:34 T:2044 M:4294967295 NOTICE: Checking resolution 11
  45. 21:19:34 T:2044 M:4294967295 NOTICE: Loading player core factory settings from special://xbmc/system/playercorefactory.xml.
  46. 21:19:34 T:2044 M:4294967295 NOTICE: Loaded playercorefactory configuration
  47. 21:19:34 T:2044 M:4294967295 NOTICE: Loading player core factory settings from special://masterprofile/playercorefactory.xml.
  48. 21:19:34 T:2044 M:4294967295 NOTICE: special://masterprofile/playercorefactory.xml does not exist. Skipping.
  49. 21:19:34 T:2044 M:4294967295 NOTICE: No advancedsettings.xml to load (special://masterprofile/advancedsettings.xml)
  50. 21:19:34 T:2044 M:4294967295 NOTICE: Default DVD Player: dvdplayer
  51. 21:19:34 T:2044 M:4294967295 NOTICE: Default Video Player: dvdplayer
  52. 21:19:34 T:2044 M:4294967295 NOTICE: Default Audio Player: paplayer
  53. 21:19:34 T:2044 M:4294967295 NOTICE: Loading media sources from special://masterprofile/sources.xml
  54. 21:19:35 T:2044 M:4294967295 NOTICE: initializing playlistplayer
  55. 21:19:35 T:2044 M:4294967295 NOTICE: DONE initializing playlistplayer
  56. 21:19:36 T:2044 M:4294967295 NOTICE: initialize done
  57. 21:19:36 T:2044 M:4294967295 NOTICE: Running the application...
  58. 21:19:36 T:2044 M:4294967295 NOTICE: ES: Starting event server
  59. 21:19:36 T:5976 M:4294967295 NOTICE: ES: Starting UDP Event server on 127.0.0.1:9777
  60. 21:19:36 T:5976 M:4294967295 NOTICE: UDP: Listening on port 9777
  61. 21:19:36 T:3196 M:4294967295 NOTICE: -->Python Interpreter Initialized<--
  62. 21:19:39 T:4892 M:4294967295 WARNING: XFILE::CFileFactory::CreateLoader - Unsupported protocol(addons) in addons://more/executable.tbn
  63. 21:19:41 T:5852 M:4294967295 NOTICE: -->Python Interpreter Initialized<--
  64. 21:19:43 T:5852 M:4294967295 NOTICE: RCB: init log level
  65. 21:19:43 T:5852 M:4294967295 NOTICE: RCB: current log level: 3
  66. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Init Rom Collection Browser: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser
  67. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_WARNING: Cannot read file "C:\Users\Mic\AppData\Roaming\XBMC\userdata\addon_data\script.games.rom.collection.browser\dbupdatestatus.txt". Error: "invalid mode: r"
  68. 21:19:43 T:5852 M:4294967295 NOTICE: C:\Users\Mic\AppData\Roaming\XBMC\userdata\addon_data\script.games.rom.collection.browser\MyGames.db
  69. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Path to configuration file: C:\Users\Mic\AppData\Roaming\XBMC\userdata\addon_data\script.games.rom.collection.browser\config.xml
  70. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin checkScrapStart
  71. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: End checkScrapStart
  72. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin readXml
  73. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Path to configuration file: C:\Users\Mic\AppData\Roaming\XBMC\userdata\addon_data\script.games.rom.collection.browser\config.xml
  74. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin readRomCollections
  75. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: current Rom Collection: MAME
  76. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Rom path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\*.zip
  77. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Media path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*
  78. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Media path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*
  79. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Media path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*
  80. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Media path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*
  81. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Media path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*
  82. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper site: maws.mameworld.info
  83. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper Site: maws.mameworld.info
  84. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Site platform: 0
  85. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper descFilePerGame: True
  86. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Image Placing name: gameinfomamecabinet
  87. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: emulatorCmd: C:\Users\Mic\Downloads\Arcade\Emulators\MAME\mame64.exe
  88. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: emulatorParams: "%ROM%"
  89. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: ignoreOnScan: False
  90. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: allowUpdate: True
  91. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: useEmuSolo: False
  92. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: useFoldernameAsGamename: False
  93. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: maxFolderDepth: 99
  94. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: doNotExtractZipFiles: True
  95. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: diskPrefix: _Disk
  96. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin cacheItems
  97. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheYears
  98. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheYears
  99. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cachePublishers
  100. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cachePublishers
  101. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheDevelopers
  102. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheDevelopers
  103. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheReviewers
  104. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheReviewers
  105. 21:19:43 T:5852 M:4294967295 NOTICE: RCB_INFO: End cacheItems
  106. 21:19:44 T:5852 M:4294967295 NOTICE: RCB_DEBUG: onFocus: 500
  107. 21:19:44 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin onInit
  108. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin updateControls
  109. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showConsoles
  110. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 500
  111. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showConsoles
  112. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showGenre
  113. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 600
  114. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showGenre
  115. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showYear
  116. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 700
  117. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showYear
  118. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showPublisher
  119. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 800
  120. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showPublisher
  121. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showCharacterFilter
  122. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showCharacterFilter
  123. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End updateControls
  124. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin loadViewState
  125. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin showGames
  126. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: helper.buildLikeStatement
  127. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheFiles
  128. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheFiles
  129. 21:19:45 T:5852 M:4294967295 NOTICE: load games from db in 1 ms
  130. 21:19:45 T:5852 M:4294967295 NOTICE: load 0 games to list in 14 ms
  131. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: End showGames
  132. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin setFilterSelection
  133. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End setFilterSelection
  134. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: End loadViewState
  135. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin checkAutoExec
  136. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: Checking path: C:\Users\Mic\AppData\Roaming\XBMC\userdata\autoexec.py
  137. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_INFO: End onInit
  138. 21:19:45 T:5852 M:4294967295 NOTICE: RCB_DEBUG: onFocus: 500
  139. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_DEBUG: onAction: 117
  140. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: onActionCurrentRun: 1682 ms
  141. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: onActionLastRun: 0 ms
  142. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: diff: 1682 ms
  143. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: onAction: ACTION_CONTEXT
  144. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: init ContextMenu
  145. 21:19:47 T:5852 M:4294967295 NOTICE: RCB_INFO: onInit ContextMenu
  146. 21:19:48 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin updateDB
  147. 21:19:48 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin clearCache
  148. 21:19:48 T:5852 M:4294967295 NOTICE: RCB_INFO: End clearCache
  149. 21:19:48 T:5852 M:4294967295 NOTICE: RCB_INFO: init ImportOptions
  150. 21:19:48 T:5852 M:4294967295 NOTICE: RCB_INFO: onInit ImportOptions
  151. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Selected scraping mode: 0
  152. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper Site: maws.mameworld.info
  153. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Site platform: 0
  154. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper descFilePerGame: True
  155. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper Site: maws.mameworld.info
  156. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Site platform: 0
  157. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper descFilePerGame: True
  158. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper Site: maws.mameworld.info
  159. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Site platform: 0
  160. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Scraper descFilePerGame: True
  161. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Start Update DB
  162. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Iterating Rom Collections
  163. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: current Rom Collection: MAME
  164. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: ignoreOnScan: False
  165. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: update is allowed for current rom collection: True
  166. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: max folder depth: 99
  167. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Rom path: ['C:\\Users\\Mic\\Downloads\\Arcade\\Data\\MAME\\My_Roms\\*.zip']
  168. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Reading rom files
  169. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: walkDownPath romPath: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\*.zip
  170. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: dirname: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms
  171. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: basename: *.zip
  172. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: checking sub directories
  173. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: root: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms
  174. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: walkDirs: []
  175. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: walkFiles: ['asteroid.nfo', 'asteroid.zip', 'asteroid1.nfo', 'asteroid1.zip', 'Asteroids.nfo']
  176. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: newRomPath: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\*.zip
  177. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: all files in newRomPath: ['C:\\Users\\Mic\\Downloads\\Arcade\\Data\\MAME\\My_Roms\\asteroid.zip', 'C:\\Users\\Mic\\Downloads\\Arcade\\Data\\MAME\\My_Roms\\asteroid1.zip']
  178. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Files read: [u'C:\\Users\\Mic\\Downloads\\Arcade\\Data\\MAME\\My_Roms\\asteroid.zip', u'C:\\Users\\Mic\\Downloads\\Arcade\\Data\\MAME\\My_Roms\\asteroid1.zip']
  179. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: current rom file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid.zip
  180. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: gamename (file): asteroid.zip
  181. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: gamename (friendly): asteroid
  182. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: Start scraping info for game: asteroid
  183. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: using scraper: maws.mameworld.info
  184. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using parser file: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser\resources\scraper\06 - maws.xml
  185. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using game description: http://maws.mameworld.info/maws/romset/%GAME%
  186. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: replaceKeys: ['']
  187. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_DEBUG: replaceValues: ['']
  188. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_INFO: description file (tokens replaced): http://maws.mameworld.info/maws/romset/asteroid
  189. 21:19:52 T:5852 M:4294967295 NOTICE: RCB_WARNING: Encoding: iso-8859-1
  190. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid
  191. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: 1 results found. Try to find best match.
  192. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  193. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  194. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: No searchKey found. Using first result
  195. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  196. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  197. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  198. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  199. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: Using result
  200. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypemarquee
  201. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/marquees/asteroid.png']
  202. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeboxfront
  203. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/tafa/flyers/asteroid.png']
  204. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Game
  205. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Asteroids (rev 4)']
  206. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeaction
  207. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/snap/asteroid.png']
  208. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypetitle
  209. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/titles/asteroid.png']
  210. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypecabinet
  211. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/cabinets/asteroid.png']
  212. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Players
  213. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['1']
  214. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Controller
  215. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['other']
  216. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: SkippableContent
  217. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="ori', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
  218. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: ReleaseYear
  219. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['1979']
  220. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Genre
  221. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Shooter / Field']
  222. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Developer
  223. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Atari']
  224. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  225. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
  226. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_INFO: using scraper: maws.mameworld.info
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  228. 21:19:54 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using game description: http://maws.mameworld.info/maws/romset/%GAME%
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  233. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid
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  260. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="ori', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
  261. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: ReleaseYear
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  265. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Developer
  266. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Atari']
  267. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  268. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
  269. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_INFO: using scraper: maws.mameworld.info
  270. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using parser file: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser\resources\scraper\06 - maws.xml
  271. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using game description: http://maws.mameworld.info/maws/romset/%GAME%
  272. 21:19:55 T:5852 M:4294967295 NOTICE: RCB_DEBUG: replaceKeys: ['']
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  274. 21:19:56 T:5852 M:4294967295 NOTICE: RCB_INFO: description file (tokens replaced): http://maws.mameworld.info/maws/romset/asteroid
  275. 21:19:56 T:5852 M:4294967295 NOTICE: RCB_WARNING: Encoding: iso-8859-1
  276. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid
  277. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: 1 results found. Try to find best match.
  278. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  279. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
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  281. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  282. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  283. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  284. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  285. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Using result
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  290. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Game
  291. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Asteroids (rev 4)']
  292. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeaction
  293. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/snap/asteroid.png']
  294. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypetitle
  295. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/titles/asteroid.png']
  296. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypecabinet
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  298. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Players
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  300. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Controller
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  302. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: SkippableContent
  303. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="ori', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
  304. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: ReleaseYear
  305. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['1979']
  306. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Genre
  307. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Shooter / Field']
  308. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Developer
  309. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Atari']
  310. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  311. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
  312. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Game = Asteroids (rev 4)
  313. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert data
  314. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Publisher : 'Publisher'
  315. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Publisher =
  316. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Developer = Atari
  317. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result ReleaseYear = 1979
  318. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result ReleaseYear = 1979
  319. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: ReleaseYear does not exist in database. Insert: 1979
  320. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Result Genre = ['Shooter / Field']
  321. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Genre does not exist in database. Insert: Shooter / Field
  322. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Publisher : 'Publisher'
  323. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Publisher =
  324. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Developer = Atari
  325. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Developer does not exist in database. Insert: Atari
  326. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Reviewer : 'Reviewer'
  327. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Reviewer =
  328. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Region : 'Region'
  329. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Region =
  330. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Media : 'Media'
  331. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Media =
  332. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Controller = other
  333. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Players = 1
  334. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Rating : 'Rating'
  335. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Rating =
  336. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Votes : 'Votes'
  337. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Votes =
  338. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: URL : 'URL'
  339. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result URL =
  340. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Perspective : 'Perspective'
  341. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Perspective =
  342. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: OriginalTitle : 'OriginalTitle'
  343. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result OriginalTitle =
  344. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: AlternateTitle : 'AlternateTitle'
  345. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result AlternateTitle =
  346. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: TranslatedBy : 'TranslatedBy'
  347. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result TranslatedBy =
  348. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Version : 'Version'
  349. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Version =
  350. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Description = Yet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
  351.  
  352.  
  353. Asteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
  354.  
  355.  
  356. As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player's ship and must be quickly destroyed.
  357.  
  358.  
  359. CAST OF CHARACTERS :
  360.  
  361. Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
  362.  
  363. Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.
  364.  
  365. Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.
  366.  
  367. Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.
  368.  
  369. Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
  370.  
  371. Small Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
  372.  
  373.  
  374. - TECHNICAL -
  375.  
  376.  
  377. [Upright model]
  378.  
  379.  
  380. Dimensions :
  381.  
  382. 25,25in. (64,14cm) wide
  383.  
  384. 32in. (81,28cm) deep
  385.  
  386. 71,87in. (182,54cm) high.
  387.  
  388.  
  389. Upright cabinet monitor : 19in. B/W
  390.  
  391.  
  392. The Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
  393.  
  394.  
  395. 2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
  396.  
  397.  
  398. Game ID : 035127-035145
  399.  
  400.  
  401. Main CPU : M6502 (@ 1.512 Mhz)
  402.  
  403. Sound Chips : Discrete
  404.  
  405.  
  406. Screen orientation : Horizontal
  407.  
  408. Vector display (1024x768)
  409.  
  410.  
  411. Players : 2
  412.  
  413. Buttons : 5
  414.  
  415. => RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
  416.  
  417.  
  418. - TRIVIA -
  419.  
  420.  
  421. Released in November 1979.
  422.  
  423.  
  424. Originally called 'Cosmos', Asteroids' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.
  425.  
  426.  
  427. On 17 June 1980, Atari's Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.
  428.  
  429.  
  430. The first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
  431.  
  432.  
  433. Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
  434.  
  435.  
  436. * Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
  437.  
  438.  
  439. Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
  440.  
  441.  
  442. * Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
  443.  
  444.  
  445. On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
  446.  
  447.  
  448. Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'.
  449.  
  450.  
  451. Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
  452.  
  453.  
  454. * The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
  455.  
  456.  
  457. Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
  458.  
  459.  
  460. Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
  461.  
  462.  
  463. And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
  464.  
  465.  
  466. There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
  467.  
  468.  
  469. In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
  470.  
  471.  
  472. Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
  473.  
  474.  
  475. Scott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.
  476.  
  477.  
  478. The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
  479.  
  480.  
  481. Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
  482.  
  483.  
  484. An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
  485.  
  486.  
  487. An upright Asteroids unit appears in the 38 Speical music video 'Caught Up In You'.
  488.  
  489.  
  490. Official products releases:
  491.  
  492. Asteroids [Upright model]
  493.  
  494. Asteroids [Cocktail model]
  495.  
  496. Asteroids [Cabaret model]
  497.  
  498.  
  499. Licensed products:
  500.  
  501. Asteroids (Taito Corp.)
  502.  
  503. Asteroids (Sega)
  504.  
  505. Meteor [Upright model] (Hoei)
  506.  
  507. Meteor [Cocktail model] (Hoei)
  508.  
  509. Super Meteor [Upright model] (Hoei)
  510.  
  511. Super Meteor [Cocktail model] (Hoei)
  512.  
  513.  
  514. Unofficial products:
  515.  
  516. Asterock (Sidam)
  517.  
  518. Asteroide (Maxenti)
  519.  
  520. Meteor (Omni)
  521.  
  522. Meteorites (VGG)
  523.  
  524. Planet (Alca)
  525.  
  526. Hyperspace (unknown)
  527.  
  528.  
  529. - UPDATES -
  530.  
  531.  
  532. The revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
  533.  
  534.  
  535. Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
  536.  
  537.  
  538. The Rev.2 version says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.
  539.  
  540.  
  541. The Rev 4 version :
  542.  
  543. 1) Allow small saucer to use wrap-around feature,
  544.  
  545. 2) Allow small saucer to fire immediately when
  546.  
  547. entering the playing area, and
  548.  
  549. 3) Prevent the intermittent loss of 3rd initial on
  550.  
  551. 10th highest score.
  552.  
  553.  
  554. - SCORING -
  555.  
  556.  
  557. Large Asteroids : 20 points.
  558.  
  559. Medium Asteroids : 50 points.
  560.  
  561. Small Asteroids : 100 points.
  562.  
  563. Large Saucer : 200 points.
  564.  
  565. Small Saucer : 1000 points.
  566.  
  567.  
  568. - TIPS AND TRICKS -
  569.  
  570.  
  571. When you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
  572.  
  573. Round 1 : 4
  574.  
  575. Round 2 : 6
  576.  
  577. Round 3 : 8
  578.  
  579. Round 4 : 10
  580.  
  581. Round 5 and up : 11
  582.  
  583.  
  584. Your job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.
  585.  
  586.  
  587. In addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind a couple of things when shooting :
  588.  
  589. 1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
  590.  
  591. 2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
  592.  
  593.  
  594. * After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
  595.  
  596.  
  597. * Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.
  598.  
  599.  
  600. * Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
  601.  
  602.  
  603. * For those desired high scores, you can use the hunting trick. It goes something like this :
  604.  
  605. 1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.
  606.  
  607. 2) Go sit in the upper left or right corner of the game screen.
  608.  
  609. 3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
  610.  
  611. 4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
  612.  
  613.  
  614. - SERIES -
  615.  
  616. Asteroids (1979)
  617. Asteroids Deluxe (1981)
  618. Space Duel (1982)
  619. Blasteroids (1987)
  620. Asteroids Hyper 64 (1999, Nintendo 64)
  621. - STAFF -
  622.  
  623.  
  624. Designed by : Lyle Rains
  625.  
  626. Programmed by : Ed Logg
  627.  
  628. Sound & Vector generator display system : Howard Delman
  629.  
  630.  
  631. - PORTS -
  632.  
  633.  
  634. * Consoles :
  635.  
  636. Atari 2600 (1979)
  637.  
  638. Atari 5200 (prototype only)
  639.  
  640. Atari 7800 (1984)
  641.  
  642. Atari XEGS
  643.  
  644. Nintendo Game Boy (1991)
  645.  
  646. Nintendo Game Boy (1995, "Asteroids / Missile Command")
  647.  
  648. Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
  649.  
  650. Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  651.  
  652. Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  653.  
  654. Sony PlayStation (1998, "Asteroids") : original game is initially locked.
  655.  
  656. Nintendo Game Boy Color (1999)
  657.  
  658. Sony PlayStation (2001, "Atari Anniversary Edition Redux")
  659.  
  660. Sega Dreamcast (2001, "Atari Anniversary Edition")
  661.  
  662. Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
  663.  
  664. Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  665.  
  666. Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  667.  
  668. Nintendo DS (2005, "Retro Atari Classics")
  669.  
  670. Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar's Revenge")
  671.  
  672.  
  673. * Computers :
  674.  
  675. Apple II (1980)
  676.  
  677. Atari 800 (1981)
  678.  
  679. Tandy Color Computer (1981, "Star Blaster")
  680.  
  681. Tandy Color Computer (1981, "(Color) Meteoroids")
  682.  
  683. BBC B (1982, "Meteors" - Acornsoft)
  684.  
  685. Acorn Electron (1983, "Meteors - Acornsoft)
  686.  
  687. Tandy Color Computer (1983, "Microbes")
  688.  
  689. Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82)
  690.  
  691. Commodore C64 (1987, "Arcade Classics")
  692.  
  693. PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
  694.  
  695. PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")
  696.  
  697. PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.
  698.  
  699. PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
  700.  
  701. Apple Macintosh (2000, "Asteroids") : original game is initially locked.
  702.  
  703. PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
  704.  
  705. PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
  706.  
  707.  
  708. * Others :
  709.  
  710. Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
  711.  
  712. Mobiles phone [Motorola T720] (2002)
  713.  
  714. Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
  715.  
  716. Atari Flashback 2 (2005)
  717.  
  718. Mobile phones (2007)
  719.  
  720.  
  721. - SOURCES -
  722.  
  723.  
  724. Game's rom.
  725.  
  726. Machine's picture.
  727.  
  728. F.A.Q. by Kevin Butler A.K.A. War Doc
  729.  
  730. Command.dat by Procyon Lotor
  731.  
  732.  
  733.  
  734. Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2
  735. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Game = Asteroids (rev 4)
  736. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Romdir: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms
  737. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: NfoFile already exists. Wont overwrite file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid.nfo
  738. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: boxfront
  739. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  740. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypeboxfront
  741. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypeboxfront = http://maws.mameworld.info/img/tafa/flyers/asteroid.png
  742. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/tafa/flyers/asteroid.png
  743. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\asteroid.png
  744. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  745. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypeboxfront'
  746. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*
  747. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*
  748. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\Asteroids (rev 4).*
  749. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\asteroid.*
  750. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  751. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 4)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*". Make sure that file names are matching.
  752. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: action
  753. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  754. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypeaction
  755. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypeaction = http://maws.mameworld.info/img/ps/snap/asteroid.png
  756. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/snap/asteroid.png
  757. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\asteroid.png
  758. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  759. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypeaction'
  760. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*
  761. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*
  762. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\Asteroids (rev 4).*
  763. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\asteroid.*
  764. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  765. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 4)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*". Make sure that file names are matching.
  766. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: title
  767. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  768. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypetitle
  769. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypetitle = http://maws.mameworld.info/img/ps/titles/asteroid.png
  770. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/titles/asteroid.png
  771. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\asteroid.png
  772. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  773. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypetitle'
  774. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*
  775. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*
  776. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\Asteroids (rev 4).*
  777. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\asteroid.*
  778. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  779. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 4)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*". Make sure that file names are matching.
  780. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: cabinet
  781. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  782. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypecabinet
  783. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypecabinet = http://maws.mameworld.info/img/ps/cabinets/asteroid.png
  784. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/cabinets/asteroid.png
  785. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\asteroid.png
  786. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  787. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypecabinet'
  788. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*
  789. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*
  790. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\Asteroids (rev 4).*
  791. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\asteroid.*
  792. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  793. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 4)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*". Make sure that file names are matching.
  794. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: marquee
  795. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  796. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypemarquee
  797. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypemarquee = http://maws.mameworld.info/img/ps/marquees/asteroid.png
  798. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/marquees/asteroid.png
  799. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\asteroid.png
  800. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  801. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypemarquee'
  802. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*
  803. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*
  804. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\Asteroids (rev 4).*
  805. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\asteroid.*
  806. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  807. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 4)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*". Make sure that file names are matching.
  808. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Game does not exist in database. Insert game: Asteroids (rev 4)
  809. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin Insert file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid.zip
  810. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert file with parent game
  811. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert file with parentid: 1
  812. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist in database. Insert file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid.zip
  813. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Importing files: {<config.FileType instance at 0x0AEE8828>: [], <config.FileType instance at 0x0AEE8918>: [], <config.FileType instance at 0x0AEE89B8>: [], <config.FileType instance at 0x0AEE8A08>: [], <config.FileType instance at 0x0AEE8968>: []}
  814. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: current rom file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid1.zip
  815. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: gamename (file): asteroid1.zip
  816. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: gamename (friendly): asteroid1
  817. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: Start scraping info for game: asteroid1
  818. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: using scraper: maws.mameworld.info
  819. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using parser file: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser\resources\scraper\06 - maws.xml
  820. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using game description: http://maws.mameworld.info/maws/romset/%GAME%
  821. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: replaceKeys: ['']
  822. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_DEBUG: replaceValues: ['']
  823. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_INFO: description file (tokens replaced): http://maws.mameworld.info/maws/romset/asteroid1
  824. 21:19:57 T:5852 M:4294967295 NOTICE: RCB_WARNING: Encoding: iso-8859-1
  825. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid1
  826. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: 1 results found. Try to find best match.
  827. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  828. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  829. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: No searchKey found. Using first result
  830. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  831. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  832. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  833. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  834. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: Using result
  835. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  836. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
  837. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeboxfront
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  846. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/tafa/flyers/asteroid.png">parent flyer</a>\n | <a title="AntoPISA progettoSNAPS Cabinets" href="/img/ps/cabinets/asteroid1.png']
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  852. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="clo', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
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  857. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Developer
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  860. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using parser file: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser\resources\scraper\06 - maws.xml
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  865. 21:19:59 T:5852 M:4294967295 NOTICE: RCB_WARNING: Encoding: iso-8859-1
  866. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid1
  867. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: 1 results found. Try to find best match.
  868. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  869. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
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  873. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: SearchKey : 'SearchKey'
  874. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result SearchKey =
  875. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: Using result
  876. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  877. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
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  887. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/tafa/flyers/asteroid.png">parent flyer</a>\n | <a title="AntoPISA progettoSNAPS Cabinets" href="/img/ps/cabinets/asteroid1.png']
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  893. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="clo', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
  894. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: ReleaseYear
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  900. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_INFO: using scraper: maws.mameworld.info
  901. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using parser file: C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser\resources\scraper\06 - maws.xml
  902. 21:20:02 T:5852 M:4294967295 NOTICE: RCB_DEBUG: using game description: http://maws.mameworld.info/maws/romset/%GAME%
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  907. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Searching for game: asteroid1
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  916. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Using result
  917. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Description
  918. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<a href=""></a><br />\n<a href=""></a><br />\nYet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player\'s problems. As well as the inertia of the player\'s ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAs well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player\'s ship and must be quickly destroyed.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nCAST OF CHARACTERS :<a href=""></a><br />\n<a href=""></a><br />\nSpaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TECHNICAL -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n[Upright model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nDimensions :<a href=""></a><br />\n<a href=""></a><br />\n25,25in. (64,14cm) wide<a href=""></a><br />\n<a href=""></a><br />\n32in. (81,28cm) deep<a href=""></a><br />\n<a href=""></a><br />\n71,87in. (182,54cm) high.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUpright cabinet monitor : 19in. B/W<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow \'Asteroids\' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nGame ID : 035127-035145<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nMain CPU : M6502 (@ 1.512 Mhz)<a href=""></a><br />\n<a href=""></a><br />\nSound Chips : Discrete<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScreen orientation : Horizontal<a href=""></a><br />\n<a href=""></a><br />\nVector display (1024x768)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nPlayers : 2<a href=""></a><br />\n<a href=""></a><br />\nButtons : 5 <a href=""></a><br />\n<a href=""></a><br />\n=&gt; RIGHT, LEFT, FIRE, THRUST, HYPERSPACE<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TRIVIA -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nReleased in November 1979.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOriginally called \'Cosmos\', Asteroids\' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. \'Cosmos\' was also once known as \'Planet Grab\', in which the player had to claim a planet by touching it with their spaceship. \'Cosmos\' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn 17 June 1980, Atari\'s Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander\'s production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids remains Atari\'s bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : \'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I\'m eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I\'d go home and I\'d close my eyes, and as I was drifting off to sleep I\'d see the asteroids floating around the screen.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nEd Logg : \'I was shooting the asteroids all night long; I\'d just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it\'s going to look like before I even get there.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Popular from the Start : a good barometer of a game\'s future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : \'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOn the overall popularity of Asteroids, Steve Calfee said : \'A lot of people really liked it. Somehow, there\'s something about people, they like to clean spaces. With Asteroids it\'s easy to measure your accomplishment, you\'re breaking big rocks into little rocks and then the little rocks into nothing. It\'s sort of a metaphor for life.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam recalled his own first encounter with Asteroids : \'I\'ll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I\'m out flying this spaceship and it\'s the miraculous escape. I\'ve got this situation where I\'ve got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that\'s a good fantasy, you\'ve got all these things flying around and yet you\'re able to survive.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nHoward Delman described what it was like creating the sounds for Asteroids : \'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player\'s heart would speed up, too. You know, stress!\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : \'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It\'s an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : \'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRich Adam said : \'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAnd the game\'s epic quality was noted by Ed Rotberg : \'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThere was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called \'Turtle Races\'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen\'s initials with Ed\'s own to keep him away.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nScott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAsteroids inspired a catchy hit song by Buckner and Garcia called \'Hyperspace\' released on the \'Pac-Man Fever\' album.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn Asteroids unit appears in the 1982 movie \'Fast Times at Ridgemont High\', in the 1983 movie \'WarGames\', in the 1983 movie \'Terms of Endearment\', in the 1983 movie \'Joysticks\', in the 1984 movie \'Night of the Comet\', in the 1984 movie \'The Iceman\', in the 1985 movie \'Remo Williams - The Adventure Begins\' and in the 1983 movie \'The Adventures of Bob & Doug McKenzie - Strange Brew\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nAn upright Asteroids unit appears in the 38 Speical music video \'Caught Up In You\'.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nOfficial products releases:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Upright model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cocktail model]<a href=""></a><br />\n<a href=""></a><br />\nAsteroids [Cabaret model]<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLicensed products:<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Taito Corp.)<a href=""></a><br />\n<a href=""></a><br />\nAsteroids (Sega)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nMeteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Upright model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\nSuper Meteor [Cocktail model] (Hoei)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nUnofficial products:<a href=""></a><br />\n<a href=""></a><br />\nAsterock (Sidam)<a href=""></a><br />\n<a href=""></a><br />\nAsteroide (Maxenti)<a href=""></a><br />\n<a href=""></a><br />\nMeteor (Omni)<a href=""></a><br />\n<a href=""></a><br />\nMeteorites (VGG)<a href=""></a><br />\n<a href=""></a><br />\nPlanet (Alca)<a href=""></a><br />\n<a href=""></a><br />\nHyperspace (unknown)<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- UPDATES -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nRevision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev.2 version says \'1979 Atari\' at the bottom of the title screen, instead of the \'Asteroids by Atari\' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nThe Rev 4 version :<a href=""></a><br />\n<a href=""></a><br />\n1) Allow small saucer to use wrap-around feature,<a href=""></a><br />\n<a href=""></a><br />\n2) Allow small saucer to fire immediately when <a href=""></a><br />\n<a href=""></a><br />\nentering the playing area, and<a href=""></a><br />\n<a href=""></a><br />\n3) Prevent the intermittent loss of 3rd initial on <a href=""></a><br />\n<a href=""></a><br />\n10th highest score.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SCORING -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nLarge Asteroids : 20 points.<a href=""></a><br />\n<a href=""></a><br />\nMedium Asteroids : 50 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Asteroids : 100 points.<a href=""></a><br />\n<a href=""></a><br />\nLarge Saucer : 200 points.<a href=""></a><br />\n<a href=""></a><br />\nSmall Saucer : 1000 points.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- TIPS AND TRICKS -<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nWhen you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :<a href=""></a><br />\n<a href=""></a><br />\nRound 1 : 4<a href=""></a><br />\n<a href=""></a><br />\nRound 2 : 6<a href=""></a><br />\n<a href=""></a><br />\nRound 3 : 8<a href=""></a><br />\n<a href=""></a><br />\nRound 4 : 10<a href=""></a><br />\n<a href=""></a><br />\nRound 5 and up : 11<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nYour job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\nIn addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn\'t that much danger since the large saucer doesn\'t track and only fires random shots. Keep in mind a couple of things when shooting :<a href=""></a><br />\n<a href=""></a><br />\n1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.<a href=""></a><br />\n<a href=""></a><br />\n2) Your shots \'wrap around\' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have \'wrap around\' shots.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n* For those desired high scores, you can use the hunting trick. It goes something like this :<a href=""></a><br />\n<a href=""></a><br />\n1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.<a href=""></a><br />\n<a href=""></a><br />\n2) Go sit in the upper left or right corner of the game screen.<a href=""></a><br />\n<a href=""></a><br />\n3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot \'wrap around\' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.<a href=""></a><br />\n<a href=""></a><br />\n4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.<a href=""></a><br />\n<a href=""></a><br />\n<a href=""></a><br />\n- SERIES -<a href=""></a><br />\n<ol>\n<li>Asteroids (1979)<a href=""></a></li>\n<li>Asteroids Deluxe (1981)<a href=""></a></li>\n<li>Space Duel (1982)<a href=""></a></li>\n<li>Blasteroids (1987)<a href=""></a></li>\n<li>Asteroids Hyper 64 (1999, Nintendo 64)<a href=""></a></li>\n- STAFF -<a href=""></a><br />\n<ul style="list-style-type:square;">\n<li><a href=""></a></li>\n<li>Designed by : Lyle Rains<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Programmed by : Ed Logg<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sound & Vector generator display system : Howard Delman<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- PORTS -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Consoles :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 2600 (1979)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 5200 (prototype only)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 7800 (1984)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari XEGS<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1991)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy (1995, "Asteroids / Missile Command")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1996, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Super Famicom (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Saturn (1997, "Arcade\'s Greatest Hits - The Atari Collection 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Color (1999)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation (2001, "Atari Anniversary Edition Redux")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sega Dreamcast (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo DS (2005, "Retro Atari Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar\'s Revenge")<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Computers :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple II (1980)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 800 (1981)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "Star Blaster")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1981, "(Color) Meteoroids")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>BBC B (1982, "Meteors" - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Acorn Electron (1983, "Meteors - Acornsoft)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Tandy Color Computer (1983, "Microbes")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov \'85, page 82) <a href=""></a></li>\n<li><a href=""></a></li>\n<li>Commodore C64 (1987, "Arcade Classics")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, 3.5\'\'] (1993, "Microsoft Arcade")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Apple Macintosh (2000, "Asteroids") : original game is initially locked.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>* Others :<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari 10 in 1 TV Game (2002 - Jakk\'s Pacific)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobiles phone [Motorola T720] (2002)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Nokia N-Gage (2005, "Atari Masterpieces Volume 1")<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Atari Flashback 2 (2005)<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Mobile phones (2007)<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>- SOURCES -<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Game\'s rom.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Machine\'s picture.<a href=""></a></li>\n<li><a href=""></a></li>\n<li>F.A.Q. by Kevin Butler A.K.A. War Doc<a href=""></a></li>\n<li><a href=""></a></li>\n<li>Command.dat by Procyon Lotor<a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li><a href=""></a></li>\n<li>Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2<a href=""></a></li>\n</td>\n</tr>\n<tr>\n ']
  919. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeboxfront
  920. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/tafa/flyers/asteroid1.png']
  921. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Game
  922. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Asteroids (rev 1)']
  923. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypeaction
  924. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/snap/asteroid1.png']
  925. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypetitle
  926. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/ps/titles/asteroid1.png']
  927. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Filetypecabinet
  928. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['http://maws.mameworld.info/img/tafa/flyers/asteroid.png">parent flyer</a>\n | <a title="AntoPISA progettoSNAPS Cabinets" href="/img/ps/cabinets/asteroid1.png']
  929. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Players
  930. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['1']
  931. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Controller
  932. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['other']
  933. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: SkippableContent
  934. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['<td class="clo', 'EntryText">Asteroids (c) 1979 Atari.<a href=""></a><br />']
  935. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: ReleaseYear
  936. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['1979']
  937. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Genre
  938. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Shooter / Field']
  939. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultKey: Developer
  940. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resultValue: ['Atari']
  941. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Game = Asteroids (rev 1)
  942. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert data
  943. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Publisher : 'Publisher'
  944. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Publisher =
  945. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Developer = Atari
  946. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result ReleaseYear = 1979
  947. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result ReleaseYear = 1979
  948. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Result Genre = ['Shooter / Field']
  949. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Publisher : 'Publisher'
  950. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Publisher =
  951. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Developer = Atari
  952. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Reviewer : 'Reviewer'
  953. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Reviewer =
  954. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Region : 'Region'
  955. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Region =
  956. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Media : 'Media'
  957. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Media =
  958. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Controller = other
  959. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Players = 1
  960. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Rating : 'Rating'
  961. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Rating =
  962. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Votes : 'Votes'
  963. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Votes =
  964. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: URL : 'URL'
  965. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result URL =
  966. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Perspective : 'Perspective'
  967. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Perspective =
  968. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: OriginalTitle : 'OriginalTitle'
  969. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result OriginalTitle =
  970. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: AlternateTitle : 'AlternateTitle'
  971. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result AlternateTitle =
  972. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: TranslatedBy : 'TranslatedBy'
  973. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result TranslatedBy =
  974. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Version : 'Version'
  975. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Version =
  976. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Description = Yet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
  977.  
  978.  
  979. Asteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
  980.  
  981.  
  982. As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player's ship and must be quickly destroyed.
  983.  
  984.  
  985. CAST OF CHARACTERS :
  986.  
  987. Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
  988.  
  989. Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to 2 Medium Asteroids.
  990.  
  991. Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.
  992.  
  993. Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, they will vaporize.
  994.  
  995. Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
  996.  
  997. Small Saucer - The smaller saucers are more deadly than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
  998.  
  999.  
  1000. - TECHNICAL -
  1001.  
  1002.  
  1003. [Upright model]
  1004.  
  1005.  
  1006. Dimensions :
  1007.  
  1008. 25,25in. (64,14cm) wide
  1009.  
  1010. 32in. (81,28cm) deep
  1011.  
  1012. 71,87in. (182,54cm) high.
  1013.  
  1014.  
  1015. Upright cabinet monitor : 19in. B/W
  1016.  
  1017.  
  1018. The Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
  1019.  
  1020.  
  1021. 2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
  1022.  
  1023.  
  1024. Game ID : 035127-035145
  1025.  
  1026.  
  1027. Main CPU : M6502 (@ 1.512 Mhz)
  1028.  
  1029. Sound Chips : Discrete
  1030.  
  1031.  
  1032. Screen orientation : Horizontal
  1033.  
  1034. Vector display (1024x768)
  1035.  
  1036.  
  1037. Players : 2
  1038.  
  1039. Buttons : 5
  1040.  
  1041. => RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
  1042.  
  1043.  
  1044. - TRIVIA -
  1045.  
  1046.  
  1047. Released in November 1979.
  1048.  
  1049.  
  1050. Originally called 'Cosmos', Asteroids' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.
  1051.  
  1052.  
  1053. On 17 June 1980, Atari's Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.
  1054.  
  1055.  
  1056. The first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
  1057.  
  1058.  
  1059. Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
  1060.  
  1061.  
  1062. * Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
  1063.  
  1064.  
  1065. Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
  1066.  
  1067.  
  1068. * Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
  1069.  
  1070.  
  1071. On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
  1072.  
  1073.  
  1074. Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'.
  1075.  
  1076.  
  1077. Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
  1078.  
  1079.  
  1080. * The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
  1081.  
  1082.  
  1083. Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
  1084.  
  1085.  
  1086. Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
  1087.  
  1088.  
  1089. And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
  1090.  
  1091.  
  1092. There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
  1093.  
  1094.  
  1095. In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
  1096.  
  1097.  
  1098. Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
  1099.  
  1100.  
  1101. Scott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.
  1102.  
  1103.  
  1104. The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
  1105.  
  1106.  
  1107. Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
  1108.  
  1109.  
  1110. An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
  1111.  
  1112.  
  1113. An upright Asteroids unit appears in the 38 Speical music video 'Caught Up In You'.
  1114.  
  1115.  
  1116. Official products releases:
  1117.  
  1118. Asteroids [Upright model]
  1119.  
  1120. Asteroids [Cocktail model]
  1121.  
  1122. Asteroids [Cabaret model]
  1123.  
  1124.  
  1125. Licensed products:
  1126.  
  1127. Asteroids (Taito Corp.)
  1128.  
  1129. Asteroids (Sega)
  1130.  
  1131. Meteor [Upright model] (Hoei)
  1132.  
  1133. Meteor [Cocktail model] (Hoei)
  1134.  
  1135. Super Meteor [Upright model] (Hoei)
  1136.  
  1137. Super Meteor [Cocktail model] (Hoei)
  1138.  
  1139.  
  1140. Unofficial products:
  1141.  
  1142. Asterock (Sidam)
  1143.  
  1144. Asteroide (Maxenti)
  1145.  
  1146. Meteor (Omni)
  1147.  
  1148. Meteorites (VGG)
  1149.  
  1150. Planet (Alca)
  1151.  
  1152. Hyperspace (unknown)
  1153.  
  1154.  
  1155. - UPDATES -
  1156.  
  1157.  
  1158. The revision 1 version has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
  1159.  
  1160.  
  1161. Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
  1162.  
  1163.  
  1164. The Rev.2 version says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.
  1165.  
  1166.  
  1167. The Rev 4 version :
  1168.  
  1169. 1) Allow small saucer to use wrap-around feature,
  1170.  
  1171. 2) Allow small saucer to fire immediately when
  1172.  
  1173. entering the playing area, and
  1174.  
  1175. 3) Prevent the intermittent loss of 3rd initial on
  1176.  
  1177. 10th highest score.
  1178.  
  1179.  
  1180. - SCORING -
  1181.  
  1182.  
  1183. Large Asteroids : 20 points.
  1184.  
  1185. Medium Asteroids : 50 points.
  1186.  
  1187. Small Asteroids : 100 points.
  1188.  
  1189. Large Saucer : 200 points.
  1190.  
  1191. Small Saucer : 1000 points.
  1192.  
  1193.  
  1194. - TIPS AND TRICKS -
  1195.  
  1196.  
  1197. When you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
  1198.  
  1199. Round 1 : 4
  1200.  
  1201. Round 2 : 6
  1202.  
  1203. Round 3 : 8
  1204.  
  1205. Round 4 : 10
  1206.  
  1207. Round 5 and up : 11
  1208.  
  1209.  
  1210. Your job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.
  1211.  
  1212.  
  1213. In addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind a couple of things when shooting :
  1214.  
  1215. 1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
  1216.  
  1217. 2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
  1218.  
  1219.  
  1220. * After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
  1221.  
  1222.  
  1223. * Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.
  1224.  
  1225.  
  1226. * Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
  1227.  
  1228.  
  1229. * For those desired high scores, you can use the hunting trick. It goes something like this :
  1230.  
  1231. 1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.
  1232.  
  1233. 2) Go sit in the upper left or right corner of the game screen.
  1234.  
  1235. 3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
  1236.  
  1237. 4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
  1238.  
  1239.  
  1240. - SERIES -
  1241.  
  1242. Asteroids (1979)
  1243. Asteroids Deluxe (1981)
  1244. Space Duel (1982)
  1245. Blasteroids (1987)
  1246. Asteroids Hyper 64 (1999, Nintendo 64)
  1247. - STAFF -
  1248.  
  1249.  
  1250. Designed by : Lyle Rains
  1251.  
  1252. Programmed by : Ed Logg
  1253.  
  1254. Sound & Vector generator display system : Howard Delman
  1255.  
  1256.  
  1257. - PORTS -
  1258.  
  1259.  
  1260. * Consoles :
  1261.  
  1262. Atari 2600 (1979)
  1263.  
  1264. Atari 5200 (prototype only)
  1265.  
  1266. Atari 7800 (1984)
  1267.  
  1268. Atari XEGS
  1269.  
  1270. Nintendo Game Boy (1991)
  1271.  
  1272. Nintendo Game Boy (1995, "Asteroids / Missile Command")
  1273.  
  1274. Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
  1275.  
  1276. Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  1277.  
  1278. Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
  1279.  
  1280. Sony PlayStation (1998, "Asteroids") : original game is initially locked.
  1281.  
  1282. Nintendo Game Boy Color (1999)
  1283.  
  1284. Sony PlayStation (2001, "Atari Anniversary Edition Redux")
  1285.  
  1286. Sega Dreamcast (2001, "Atari Anniversary Edition")
  1287.  
  1288. Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
  1289.  
  1290. Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  1291.  
  1292. Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
  1293.  
  1294. Nintendo DS (2005, "Retro Atari Classics")
  1295.  
  1296. Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar's Revenge")
  1297.  
  1298.  
  1299. * Computers :
  1300.  
  1301. Apple II (1980)
  1302.  
  1303. Atari 800 (1981)
  1304.  
  1305. Tandy Color Computer (1981, "Star Blaster")
  1306.  
  1307. Tandy Color Computer (1981, "(Color) Meteoroids")
  1308.  
  1309. BBC B (1982, "Meteors" - Acornsoft)
  1310.  
  1311. Acorn Electron (1983, "Meteors - Acornsoft)
  1312.  
  1313. Tandy Color Computer (1983, "Microbes")
  1314.  
  1315. Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82)
  1316.  
  1317. Commodore C64 (1987, "Arcade Classics")
  1318.  
  1319. PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
  1320.  
  1321. PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")
  1322.  
  1323. PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.
  1324.  
  1325. PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
  1326.  
  1327. Apple Macintosh (2000, "Asteroids") : original game is initially locked.
  1328.  
  1329. PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
  1330.  
  1331. PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
  1332.  
  1333.  
  1334. * Others :
  1335.  
  1336. Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
  1337.  
  1338. Mobiles phone [Motorola T720] (2002)
  1339.  
  1340. Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
  1341.  
  1342. Atari Flashback 2 (2005)
  1343.  
  1344. Mobile phones (2007)
  1345.  
  1346.  
  1347. - SOURCES -
  1348.  
  1349.  
  1350. Game's rom.
  1351.  
  1352. Machine's picture.
  1353.  
  1354. F.A.Q. by Kevin Butler A.K.A. War Doc
  1355.  
  1356. Command.dat by Procyon Lotor
  1357.  
  1358.  
  1359.  
  1360. Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=asteroids-upright-model&page=detail&id=126&o=2
  1361. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Game = Asteroids (rev 1)
  1362. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Romdir: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms
  1363. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: NfoFile already exists. Wont overwrite file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid1.nfo
  1364. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: boxfront
  1365. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  1366. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypeboxfront
  1367. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypeboxfront = http://maws.mameworld.info/img/tafa/flyers/asteroid1.png
  1368. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/tafa/flyers/asteroid1.png
  1369. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\asteroid1.png
  1370. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  1371. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypeboxfront'
  1372. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*
  1373. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*
  1374. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\Asteroids (rev 1).*
  1375. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\asteroid1.*
  1376. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  1377. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 1)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\boxfront\%GAME%.*". Make sure that file names are matching.
  1378. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: action
  1379. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  1380. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypeaction
  1381. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypeaction = http://maws.mameworld.info/img/ps/snap/asteroid1.png
  1382. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/snap/asteroid1.png
  1383. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\asteroid1.png
  1384. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  1385. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypeaction'
  1386. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*
  1387. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*
  1388. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\Asteroids (rev 1).*
  1389. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\asteroid1.*
  1390. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  1391. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 1)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\action\%GAME%.*". Make sure that file names are matching.
  1392. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: title
  1393. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  1394. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypetitle
  1395. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypetitle = http://maws.mameworld.info/img/ps/titles/asteroid1.png
  1396. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/ps/titles/asteroid1.png
  1397. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\asteroid1.png
  1398. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  1399. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypetitle'
  1400. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*
  1401. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*
  1402. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\Asteroids (rev 1).*
  1403. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\asteroid1.*
  1404. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  1405. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 1)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\title\%GAME%.*". Make sure that file names are matching.
  1406. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: cabinet
  1407. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  1408. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypecabinet
  1409. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypecabinet = http://maws.mameworld.info/img/tafa/flyers/asteroid.png">parent flyer
  1410. |
  1411. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from url: http://maws.mameworld.info/img/tafa/flyers/asteroid.png">parent flyer
  1412. |
  1413. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Download file to: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\asteroid1.png">parent flyer
  1414. |
  1415. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist. Starting download.
  1416. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error in getThumbFromOnlineSource: 'Filetypecabinet'
  1417. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*
  1418. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*
  1419. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\Asteroids (rev 1).*
  1420. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\asteroid1.*
  1421. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  1422. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 1)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\cabinet\%GAME%.*". Make sure that file names are matching.
  1423. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: FileType: marquee
  1424. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Get thumb from online source
  1425. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: using key: Filetypemarquee
  1426. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: Error while resolving item: Filetypemarquee : 'Filetypemarquee'
  1427. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Result Filetypemarquee =
  1428. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Additional data path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*
  1429. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolve path: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*
  1430. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from game name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\Asteroids (rev 1).*
  1431. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom file name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\asteroid1.*
  1432. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: resolved path from rom folder name: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms.*
  1433. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_WARNING: No files found for game "Asteroids (rev 1)" at path "C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Art\marquee\%GAME%.*". Make sure that file names are matching.
  1434. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Game does not exist in database. Insert game: Asteroids (rev 1)
  1435. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin Insert file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid1.zip
  1436. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert file with parent game
  1437. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Insert file with parentid: 2
  1438. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: File does not exist in database. Insert file: C:\Users\Mic\Downloads\Arcade\Data\MAME\My_Roms\asteroid1.zip
  1439. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Importing files: {<config.FileType instance at 0x0AEE8828>: [], <config.FileType instance at 0x0AEE8918>: [], <config.FileType instance at 0x0AEE89B8>: [], <config.FileType instance at 0x0AEE8A08>: [], <config.FileType instance at 0x0AEE8968>: []}
  1440. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Update finished
  1441. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: Begin cacheItems
  1442. 21:20:04 T:2044 M:4294967295 ERROR: CLocalizeStrings::ClearBlock: Trying to clear non existent block C:\Users\Mic\AppData\Roaming\XBMC\addons\script.games.rom.collection.browser
  1443. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheYears
  1444. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheYears
  1445. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cachePublishers
  1446. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cachePublishers
  1447. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheDevelopers
  1448. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheDevelopers
  1449. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin cacheReviewers
  1450. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End cacheReviewers
  1451. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: End cacheItems
  1452. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin updateControls
  1453. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showConsoles
  1454. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 500
  1455. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showConsoles
  1456. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showGenre
  1457. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 600
  1458. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showGenre
  1459. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showYear
  1460. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 700
  1461. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showYear
  1462. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showPublisher
  1463. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: begin showFilterControl: 800
  1464. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showPublisher
  1465. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: Begin showCharacterFilter
  1466. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End showCharacterFilter
  1467. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_DEBUG: End updateControls
  1468. 21:20:04 T:5852 M:4294967295 NOTICE: RCB_INFO: End updateDB
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