Exzisus
Exzisus |
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Developer: Taito This game has unused code. |
Exzisus is a side-scrolling shooter with a name that makes it impossible to talk about out in real life. Of course, this assumes that you're talking to people who would bother knowing about obscure arcade games from the late 80s.
To do: The differences between the dedicated cabinet and the conversion release are much more significant than the current section details. Differences include the conversion kit's unique ability to shoot the animal powerups in front of you with button 2, weapons behaving differently, and probably a lot more. Also, better organization of the images. |
Developer Credits
At address 0x00050 in CPU-A is this programmer credit:
PROGRAMED BY T.YOSHIKAWA
And, at address 0x07FC4 (also in CPU-A) is a more comprehensive staff list:
STAFF PROGRAMMER T.YOSHIKAWA T.MURATA
Over in CPU-B, there's yet another set of credits -- now with pseudonyms! At address 0x00007:
PROGRAMED BY TOM_BOY & MURA © TAITO
There are two distinct builds of Exzisus: One with its own dedicated hardware, and one that uses the JAMMA board standard.
Anyway, the following set of credits is only on the dedicated version's CPU-B at 0x07FD7:
YOSHIKAWA MURATA
Copyright Strings
U.S.A. | Japan (Export) |
U.S.A. (Under License) |
---|---|---|
ID: 02 | ID: 03 | ID: 04 |
ROM address 0x7FFF in CPU-B controls the copyright strings on the title screen. There are four different strings, but since this game was only released in Japan, only one of them is used. There's an additional copyright ID, 00, which uses the standard copyright message but disables the export warning. The TAD-published game overwrites the licensed message with "© TAD CORP., 1987" on one line.
Place this cheat in MAME's exzisus.xml file (or exzisusa.xml for the JAMMA-converted set) to change the copyright information:
<cheat desc="Copyright ID"> <parameter> <item value="0x01">Japan Only</item> <item value="0x00">World</item> <item value="0x02">U.S.A.</item> <item value="0x03">Japan (Export)</item> <item value="0x04">U.S.A. (Under License)</item> </parameter> <script state="run"> <action>cpub.mw@7FFF=param</action> </script> </cheat>
Unused Text
There are two copyright strings in CPU-A that are unused by any means. The first is at 0x7FAD:
©1987 TAITO
The second is at 0x7FB8:
©TAITO CORP.
Version Differences
Two versions were released: one for a dedicated cabinet, the other as a simple PCB with less game features. In Japan, it was far more common at the time to swap out boards in generic cabinets (colloquially known as "Candy Cabinets"), so these two versions having such considerable disparities is a bit of an anomaly.
Disappointingly, Taito Legends only includes the simpler version.
- Firing in the dedicated version uses two buttons. The conversion kit version maps both actions to a single button.
- A barrier upgrade exists in the dedicated version that allows the player to take several hits from enemies without dying. It does not appear at all in the conversion kit version.
- Many enemies in the dedicated version emerge from the background and move into the foreground. In the conversion kit version, they just simply appear from the edges of the screen.
- Almost all of the enemy patterns in each version are different. The dedicated board's enemy variation is a tad more scarce and enemies frequently appear from the right, while the conversion kit's enemies are a bit more varied in placement and sprite work.
- The conversion kit has a pickup canister that can be shot to obtain powerups. These do not appear in the dedicated version, where shooting a row of enemies will net you an upgrade instead.
- To coincide with the removal of the background objects in the conversion kit, the missile upgrade no longer fires into the background and instead trails onto the ground horizontally, making it more useful for taking out the laser turrets.
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- To do
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