|Play old-school now!|
|Best on 8bit consoles!|
|Genre||Shoot em Up|
|Developer / Publisher||Mitsuky|
|Media||1 x |
|Otaku Dama is a 1999 vertical scrolling shoot 'em up for the Sharp X68K system, offering intense action but rather difficult gameplay. Its unique shooting scheme makes it a bit innovative to the genre, but avoiding enemy fire is incredibly difficult most of the times.|
STORY / GAMEPLAY
Otaku Dama is yet another budget shoot 'em up game, in which you are called to shoot and destroy large numbers of enemy spaceships. The main difference between this and every other vertical-scrolling shooter is that your shots' radius gets narrower the more rapidly you press the fire button! Also, if you keep the fire button pressed for 3 seconds, your ship will become temporarily invincible for a couple of seconds. Also, there are 3 different types of bombs that can be selected. As in almost every shooter game, at the end of each stage there is a huge spaceship waiting, which can "spit" around 100 bolts per second! Generally speaking, reaction times towards enemy fire is sometimes impossible, as their projectiles almost take the WHOLE screen! Well, difficulty aside, the game is fun to play though the action looks a bit repetitive with nothing innovative to see and it's recommended only if you're into this genre!
GRAPHICS / SOUND
The game offers a variety of enemy sprites but the backgrounds are rather repetitive. The enemy sprites move smoothly on screen, and the explosions effect is particularly impressive.
Soundwise, the game offers nice sound effects along with some cool music scores during gameplay.
|CPU: X68000 (1987) to SUPER (1991) models - Hitachi HD68HC000 (16/32-bit) @ 10 MHz OR XVI (1991) to Compact (1992) models - Motorola 68000 (16/32-bit) @ 16 MHz OR X68030 (1993) models - Motorola MC68EC030 (32-bit) @ 25 MHz|
Also there is a Sub-CPU available (Oki MSM80C51 MCU)
MEMORY: 1-4MB RAM (expandable up to 12 MB), 1MB ROM (128 KB BIOS, 768 KB Character Generator), 1056KB VRAM (512KB graphics, 512KB text, 32KB sprites)
GRAPHICS: GPU (graphics processing unit) chipset: Sharp-Hudson Custom Chipset
Color palette of 65,536 (16-bit RGB high color depth) and maximum up to 65,536 colors on screen (from 256x240 to 512x512 resolution), up to 64 colors (from 640x480 to 1024x1024 resolution)
Graphics hardware: Hardware scrolling, priority control, super-impose, dual tilemap background layers, sprite flipping.
Graphical planes: 1-4 bitmap planes, 1-2 tilemap planes, 1 sprite plan
It supports 128 sprites on screen (16×16 sprite size), 32 sprites per scanline, 256 sprite patterns in VRAM.
SOUND: Yamaha YM2151: Eight FM synthesis channels
Yamaha YM3012: Floating point DAC with 2-channel stereo output
Oki MSM6258: One 4-bit ADPCM mono channel @ 22 kHz sampling rate
|16bit RGB 65,536-colors palette (16 to 65,536 on screen)|
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