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
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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`.
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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.
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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.
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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.
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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
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Description |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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1-COIN
1 PLAY |
OFF |
OFF |
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| COIN
1 |
2-COIN
2 PLAY |
ON |
OFF |
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1-COIN
2 PLAY |
OFF |
ON |
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1-COIN
3 PLAY |
ON |
ON |
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1-COIN
1 PLAY |
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OFF |
OFF |
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| COIN
2 |
2-COIN
1 PLAY |
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ON |
OFF |
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1-COIN
2 PLAY |
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OFF |
ON |
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1-COIN
3 PLAY |
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ON |
ON |
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| NUMBER
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3
JACKS |
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OFF |
OFF |
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| OF
JACKS |
4
JACKS |
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ON |
OFF |
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5
JACKS |
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OFF |
ON |
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2
JACKS |
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ON |
ON |
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| TYPE |
COCKTAIL |
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OFF |
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UPRIGHT |
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ON |
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| DEMO |
NO
SOUND |
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OFF |
| SOUND
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SOUND |
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ON |
Dip-Switch Settings - Bank 2
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Description |
4 |
5 |
6 |
7 |
8 |
| DIFF
1 |
MODERATE |
OFF |
OFF |
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| (SPEED
OF |
DIFFICULT |
ON |
OFF |
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| MECHANIC |
MORE
DIFF |
OFF |
ON |
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| BIRD) |
TOP
DIFF |
ON |
ON |
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| DIFF
2 |
EASY |
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ON |
OFF |
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| (ENEMY |
MODERATE |
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OFF |
OFF |
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| NO'S
AND |
DIFFICULT |
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OFF |
ON |
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| SPEED)
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TOP
DIFF |
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ON |
ON |
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| RATIO
OF |
EASY |
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OFF |
| COIN
APPEAR |
DIFF |
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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)
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