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Argus (Arcade)

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Title Screen


Developer: NMK
Publisher: Jaleco
Platform: Arcade (Argus hardware)
Released internationally: January 1986

CopyrightIcon.png This game has hidden developer credits.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.

Argus is a card-carrying member of the "Shoot-em-ups with -us at the end of their name" club...us.

Hidden Text

A hidden copyright string crediting Jaleco and NMK (Which otherwise goes uncredited) can be found at 0x078A5 in the main CPU:


A composer / sound program credit is in the audio CPU starting at 0x0086:

 Software and All Songs,Effect Design and Produce By Cheabow.
1986 N M K Limited 1
(Source: Original TCRF research)

Unused Graphics


Appargus Superchargus Argus Bargus Argustus Gloop
There are eleven of these similarly-designed "jewel"-encrusted enemies near the end of the object graphics ROM. Five of them are animated, and none of them are used.

Argush Alarmgus George Largus
Only a few of them have specific palettes; The first one here only makes sense with the golden palette, the second needs to use a non-teal palette for palette cycling, and the third needs the teal palette to make its base look right.

Sorrgus Vargus Phallargus
These three designs aren't animated in any way.

What would be the largest unused ship is partially complete. Most of the bottom half has been overwritten by other tiles.

Argorbus Clustargus
Different from the other unused enemies, these orb-shaped ships have the most involved animations in the game.

Early Final
ArgusTriangleEarly.gif ArgusTriangleFinal.gif

An early version of the triangle-shaped ship is in the game. It's slightly different, mostly in the shading of the "eye". The early ship actually uses a different transparent color than everything else, so it wouldn't show up properly in the game anyway.


Explosions that would have been used by the "orb" enemies.

A ground turret. The downwards-facing sprite was overwritten with a different graphic.

Defargus Sewargus
A larger bombing target, and a larger ground cannon.

Arrorgus Numbargus
Arrows and numbers that are at the end of the graphics ROM, along with the landing display. Probably would have been used before the bars for speed and altitude were implemented.

Early Final
ArgusPowerEarly.png ArgusPowerFinal.png

There are two copies of an early Power-up tile design in the object graphics ROM. Here it is. How about that?

(Source: Original TCRF research)