If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Super Cobra

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Super Cobra

Developer: Konami
Publishers: Konami (JP), Stern Electronics (INT), Sega (??)
Platform: Arcade (Galaxian hardware)
Released in JP: March 1981
Released in US: June 22, 1981
Released in EU: 1981


RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Super Cobra takes the gameplay from Scramble and adds a longer game map, new enemies, a continue feature (one of the first known games with the feature, if not the first), and more music.

Extra Life Value

Like in The End, RAM 8017 (which would have been used to store the extra life score threshold) is always set to 10 on boot, but was probably planned to be set by a dip switch at one point. The difference is that in this game this RAM address is only referenced when the game has to draw the "BONUS CHOPPER FOR XX000 PTS" text on the "PUSH START BUTTON" screen.

Changing the value at 8017 will update that text, but not the extra life threshold - it's hard set at 10,000 points.

(Source: Original TCRF research)

Version Differences

There are three distinct sets in MAME's ROM set: supercobra (Konami's set), supercobrase (Sega's set), and supercobras (Stern's set).

  • supercobra is the Konami original and is the earliest set.
  • supercobrase is Sega's set. Code-wise it is very similar to Konami's set, but it has the layout and music changes from Stern's set.
  • supercobras is Stern's set. It has more code and difficulty changes than Sega's set.

Gameplay Differences

  • In Konami and Sega's versions, the player starts with either 3 or 4 lives, depending on the dip switch value. This was changed to 3 or 5 lives in Stern's game.
  • In Konami and Sega's sets, if the "Allow Continue" dip switch is set, the player can continue up to 4 times before getting a Game Over. In Stern's set, this was increased to 255(!) times, which should last until the player runs out of money, patience, or time.

Layout Changes

Original
SuperCobraArcArea2DiffK.png
Modified
SuperCobraArcArea2DiffS.png
  • Area 2 was extended by two screens in the international versions.
Original
SuperCobraArcArea4DiffK.png
Modified
SuperCobraArcArea4DiffS.png
  • The middle of Area 4 is two-and-a-quarter screens longer in Sega and Stern's sets.
Original
SuperCobraArcArea6DiffK.png
Modified
SuperCobraArcArea6DiffS.png
  • The last slope of Area 6 is cut off in the Konami set. This was fixed in the international versions, extending the area by less than a quarter of a screen.
Original
SuperCobraArcArea8DiffK.png
Modified
SuperCobraArcArea8DiffS.png
  • The middle section of Area 8 is about two-and-a-quarter screens longer in the Sega and Stern versions.
Original
SuperCobraArcArea9DiffK.png
Modified
SuperCobraArcArea9DiffS1.png
SuperCobraArcArea9DiffS2.png
SuperCobraArcArea9DiffS3.png
SuperCobraArcArea9DiffS4.png
  • Area 9 is barely two-and-a-half screens long in the Konami version, making it the shortest area in the game. The international sets greatly expand this area by adding a long city section reminiscent of Area 4 in Scramble.
Konami Sega Stern
SuperCobraArcOsakaBuildingKO.png SuperCobraArcOsakaBuildingSE.png SuperCobraArcOsakaBuildingST.png
  • The first tall building in the Base is labelled differently in each version. Sega's building is one block thinner, making the area a little bit easier.
  • The "KONAMI" building later on is the same in all versions.

Music

Original Modified
  • In the Sega and Stern versions, the intro tune was extended by adding the intro from Scramble to the end of the track.
Original Modified
  • The main part of the ending tune loops three times in the Konami set, but only once in the international versions.
(Source: Original TCRF research)