Flicky (Arcade)

Flicky is a rubbery bird who must save his yellow Piopio buddies from the inexorably evil Nyannyan cats. There's an iguana sometimes.

Hidden Text
Two early names for the game can be found right at the start of the first main CPU chip, epr5978a.116, at :

A longer message is at the end of the second main CPU chip, epr5979a.109, starting at ( in memory):

Unused Graphics


Typical unused font characters. All mid-80s arcade games were obligated to have some of these!



This requires a bit of explanation. The way the game handles stage palettes is as follows:
 * The default stage palettes, which are loaded when the game boots up, are stored in palette sets to.
 * The "active" stage palettes, which are mirrored from palettes until the game needs to loads something else into that space, are stored in palette sets  to.

Palette is used for each stage type's platform palettes. Palette, shown above, is only used as a fallback palette. It can be seen briefly when the game is reset. It's not used anywhere else.

Wasn't that fun?

Here's an alternate set of the tiles the game uses for platforms. Here are the differences: The final set uses palette /, which changes with each level type.
 * The alternate set's graphics use fewer colors than the final set. This means that it can't use palette tricks to change the appearance of the tiles like the final set does.
 * The alternate set uses palette / . Neither palette changes during play.
 * The alternate set is rounded off at the edges.

Version Differences
There are two distinct builds for both the 64k and 128k versions of the game. The first has a build date of May 24th, and the second was built on November 26th. The later sets (named flickys1 and flickys2 in MAME) have different dip switch settings that make the game more difficult.

The 64k version of the later set has an additional feature: Dip switch B2 toggles sound in attract mode. In all other versions, sounds never play in attract mode.