Donkey Kong Scoreboard


Bombjack
(c) 1984 Tehkan


Game: Bombjack (bootleg)
Manufacturer: Tehkan (original) Bootleg (unknown)
Year: 1984
Genre: Platform
Players: 2 players (alternating)
My Version is: The board only (Unknown territory)
Screen Position: Vertical


Bombjack Logo - (C) 1984 Tehkan
Gameplay
Released by Tehkan in 1984, the frantic speed of Bombjack ensured that this was quite unlike any other platform game around at the time. With it's lovely music and fantastic background graphics (for its time!) Bombjack really stood out in the arcades of the day.

The object of the game is simple; collect all the bombs to advance to the next stage. Sounds easy, but of course, it's not. The longer you stay on a level, the more enemies appear, but as well as that, the longer an enemy is on screen, the more powerful he becomes. An enemy which starts off as a small robot walking left and right quickly transforms into a high speed seashell-like homing ship, or a heat-seeking bouncing ball, all intent on bringing you that bit closer to the gamers nightmare,`Game Over`.

Bombjack - Level 1 (C) 1984 Tehkan

Apologies for the quality of screenshots on this page, but due to the screen resolution used, Mame refuses to display a full screen when F12 is pressed to create a snapshot.

Bombjack - Level 2 (C) 1984 Tehkan

Strategies
Bombjack can be played using two strategies. You can either chose to clear the level as quickly as possible by collecting all the bombs, or you can go for a more high-scoring but riskier approach by only collecting the bombs which are sparking.

Should you collect 20 or more sparking bombs on a level, you will be awarded extra bonus points enabling you to rack up a high score.

One way to make clearing a level by only picking up sparking bombs easier is to learn the pattern of the bombs. Once one sparking bomb has been collected, you will find another on the level will begin to spark. All bombs start their fuses in a certain sequence, learning the sequence means a level can be completed quicker and with less risk of Bombjack meeting his maker.

Strategies (cont)
When either sparking or non-sparking bombs are collected, your meter (displayed at the top of the screen around the X1, X2 etc) will be increased. Once this meter has increased to it's maximum a bouncing `P` will appear and all music will stop. To obtain maximum points DO NOT collect any further bombs whilst this is on screen. Instead, collect the power up ball and the enemies will transform into tokens. Collect as many of these tokens as possible before they turn back into enemies.

It is worth noting that if you go after the sparking bombs, your meter will increase quicker than if non-sparking bombs are collected. The power up ball appears after collecting 20 bombs. Fire bombs count as two bombs towards this total. The power up ball counter doesn't reset between rounds.

Keep your eyes peeled for the `B` icons which will increase your pickup bonus to 2,4,6 etc times. Points can be increased dramatically with these. You will also see an `E` shape token from time-to-time. Make these a priority pickup, as collecting one will give you an extra Bombjack to add to your arsenal of lives.

Bombjack Promo Flyer - (C) 1984 Tehkan

Gold Coins: When you turn enemies into gold coins by collecting the power up ball, enemies are worth: 100, 200, 300, 500, 800 and 2000 points for each additional enemy.

Fire Bombs: 23 fire bombs=50,000 end of level bonus, 22=30,000, 21=20,000, 20=
10,000

You may also be interested to know that jumping, falling and hitting walls also awards points, but these are small (10 points) and insignificant.


Dip-Switch Settings - Bank 1

Description 1 2 3 4 5 6 7 8
1-COIN 1 PLAY OFF OFF
COIN 1 2-COIN 2 PLAY ON OFF
1-COIN 2 PLAY OFF ON
1-COIN 3 PLAY ON ON
 
1-COIN 1 PLAY OFF OFF
COIN 2 2-COIN 1 PLAY ON OFF
1-COIN 2 PLAY OFF ON
  1-COIN 3 PLAY     ON ON        
                   
NUMBER 3 JACKS         OFF OFF    
OF JACKS 4 JACKS         ON OFF    
  5 JACKS         OFF ON    
  2 JACKS         ON ON    
                   
TYPE COCKTAIL             OFF  
  UPRIGHT             ON  
                   
DEMO NO SOUND               OFF
SOUND SOUND ON


Dip-Switch Settings - Bank 2

Description 4 5 6 7 8
DIFF 1 MODERATE OFF OFF
(SPEED OF DIFFICULT ON OFF
MECHANIC MORE DIFF OFF ON
BIRD) TOP DIFF ON ON
 
DIFF 2 EASY ON OFF
(ENEMY MODERATE OFF OFF
NO'S AND DIFFICULT OFF ON
SPEED) TOP DIFF     ON ON  
             
RATIO OF EASY         OFF
COIN APPEAR DIFF         ON

NB: On dip-bank 2, switches 1,2 and 3 should be left in the OFF position.


Many thanks to Robbway for some of the above information which he picked up during his research in designing a Bombjack Table for Visual Pinball.



The information and contents of this site are copyright Robert Hazelby
E-mail: robert@spamnomorejabba.demon.co.uk
(remove `spamnomore` from above address to email me)