megatack Megatack

Immagine gioco: Megatack
Available images:

Romset name:
Production year: 1980
Manufacturer: Game Plan (Centuri license)

Game genre: Shooter
Category: Shooter / Gallery

This machine works in MAME This machine works in MAME

Overall emulation: Good
Color emulation: Good
Sound emulation: Good
Graphics emulation: Good
Save states: Supported

In MAME since version: .031

The MAME driver of this machine is: gameplan.cpp - Read the code

 Tech info 
 Hardware of this machine:
  • CHIPs [Show details]

    M6502 ("maincpu")cpu 894886 Hz
    M6502 ("audiocpu")cpu 894886 Hz
    Speaker ("mono")audio
    AY-3-8910A ("aysnd")audio 1789772 Hz

  • Screens [Show details]

    This machine uses a single screen:
      Graphic type: Raster
      Screen orientation: Horizontal
      Resolution 256 x 256 @ 59.196429 Hz

  • Number of players: 2P Alternated
  • Controllers [Show details]

      Joystick [2 ways]
      Joystick [2 ways]
    Number of buttons: 1

  • Dip-switches [Show details]

    Default settings in bold
    Coinage P1/P21 Credit/2 Credits
     2 Credits/3 Credits
     2 Credits/4 Credits
     Free Play
    Bonus Life20000
    Monitor ViewDirect
    Monitor OrientationHorizontal
    Flip ScreenOff
    Sound Test A 0Off
    Sound Test A 1Off
    Sound Test A 2Off
    Sound Test A 3Off
    Sound Test A 4Off
    Sound Test A 5Off
    Sound Test A 6Off
    Sound Test EnableOff
    Sound Test B 0Off
    Sound Test B 1Off
    Sound Test B 2Off
    Sound Test B 3Off
    Sound Test B 4Off
    Sound Test B 5Off
    Sound Test B 6Off
    Sound Test B 7Off

  • ROMs (9 of the machine set) [Show details]

    Referred to MAME version: 0.181

    NameSizeCRC32SHA1StatusIn romset
    megattac.e2204833fa5104 15693eb540563e03502b53ed8a83366e395ca529 good megatack
    megattac.f22048af5e96b1 5f6ab47c12d051f6af446b08f3cd459fbd2c13bf good megatack
    megattac.g22048670103ea e11f01e8843ed918c6ea5dda75319dc95105d345 good megatack
    megattac.j220484573b798 388db11ab114b3575fe26ed65bbf49174021939a good megatack
    megattac.j120483b1d01a1 30bbf51885b1e510b8d21cdd82244a455c5dada0 good megatack
    megattac.g12048eed75ef4 7c02337344f2716d2f2771229f7dee7b651eeb95 good megatack
    megattac.f12048c93a8ed4 c87e2f13f2cc00055f4941c272a3126b165a6252 good megatack
    megattac.e12048d9996b9f e71d65b695000fdfd5fd1ce9ae39c0cb0b61669e good megatack
    megatsnd.e120480c186bdb 233af9481a3979971f2d5aa75ec8df4333aa5e0d good megatack

    :  PARENT Machine
    :  CLONE Machine
    :  BIOS
    :  Device


Megatack (c) 1980 Centuri.


The game-play sequence in MEGATACK consists of 4 or 5 turns (operator selectable) each of which lasts as long as the player can skilfully maneuver his spacepod to avoid destruction. When he loses a spacepod, the GIP message reappears, accompanied by the GIP sound, and displays the number of spacepods left. After the last spacepod is destroyed, the game-over sound is heard and the game-over message is displayed.

Assuming a (4) pod game, play begins with player-scores (00000) and at the top and the (3) best scores displayed across the bottom Eight (8) monsters appear in the upper portion of the screen and move towards the bottom, while dropping their bombs. The player uses his joystick control to move his spacepod across the bottom of the screen. The spacepod will start with the number (4) in the center and the number will decrease each time a spacepod is destroyed so that the number (1) will be in the center on the last round.

As the spacepod is moved across the bottom of the screen the player fires his laser energy-beams towards the left, right, and straight-up accompanied by an echoing laser sound effect. The laser beams have unlimited range, covering the entire play-field, and each spacepod has an unlimited number of shots. The (3) laser beams are fired simultaneously. Each fire-button must be released and pressed again to fire a second shot. Also, there is a slight "reload" delay so that beams cannot-be fired too rapidly.

Whenever a laser beam strikes a monster or a bomb, it explodes with a visual flash and an audio blast. If a monster is blasted, the player is awarded a 'kill' and his score is increased by the appropriate score (per the scoring menu when a bomb is blasted, no points are scored.

When a spacepod is hit by a bomb, it explodes with a growing flash and a reverberating blast. When the spacepod gets too close to a monster, the monster jumps up and sporadically devours it while growling and burping, if a monster reaches the bottom, it bounces across the bottom in an attempt to devour the spacepod.

When all the monsters in a given round have been destroyed the screen will turn into a starfield, and small space rings will appear, which if not shot at, hit, and destroyed will grow in size. If any one (1) ring is allowed to reach a predetermined size, it will de-activate the spacepods laser gun, which during these rounds only fires straight up, lift the spacepod off the bottom of the screen, absorb it and then disappear (shrinking in size), thus ending the round. The next round begins with the next wave of monsters. This starfield round occurs between every wave of monsters, and if the player is successful in destroying all the rings the next wave of monsters will then appear.

When the spacepod is finally destroyed either by being absorbed, hit by a bomb or devoured by a monster the round is over and the video image returns to the GIP display flashing player (1) up and displaying the remaining spacepods the screen then goes black again and this time the pod with the number (3) in the center appears at the bottom of the screen and play continues as before.

During play there are always (8) monsters (max) on the screen, however the monsters attack in waves of 25, after each multiple of 25 kills the starfield or space ring round will appear with each ring worth the same score as the monsters were worth in the previous screen display. The monsters that reappear after each space ring round are a new shape, and color and score more points, and drop a different color bomb, any monsters left at the end of a round will reappear at the beginning of the next round. At the beginning of the game the action is rather moderate to allow new players an opportunity to develop a 'feel' for the game. In each succeeding wave of monsters, the bombs begin to fall at an increased rate and the monsters motions are increased.

All of these features combine to make MEGATACK satisfying for the novice, challenging for the expert, and profitable for the operator.


The play of MEGATACK in a two-player game is identical to single-play with the players alternating turns. On the Upright Version, the players use one common set of controls. On the cocktail version there are two sets of controls on opposite sides of the table. The computer activates control alternately between player 1 and 2 and flip-flops the screen image so that it is oriented to the player in control.

The GIP message, which appears after each turn, clearly indicates which player is up by flashing it in the player's color. This also allows time for the players to position themselves at the controls, but is brief enough to avoid unnecessary "dead-time". The use of two different player-colors eliminates any confusion as to which player is in control.


Main CPU : M6502 (@ 894.75 Khz)

Sound CPU : M6502 (@ 894.75 Khz)

Sound Chips : AY8910 (@ 1.7895 Mhz)

Screen orientation : Horizontal

Video resolution : 256 x 256 pixels

Screen refresh : 57.00 Hz

Palette colors : 8

Players : 2

Control : 2-way joystick

Buttons : 1 (FIRE)


Licensed to GamePlan.

Tim Sobol holds the official record for this game with 553,700 points.


Game's rom.

Machine's picture.

Giochi Simili

Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source

Information on megatack

0.31 [Chris Moore]


- 0.78u5: Changed description to 'Megatack'. Added dipswitches 'Sound Test A0-6/B0-7' and 6x 'Unused'. Changed AY-3-8910 clock speed to 1789500 Hz.

- 0.33b5: Santeri Saarimaa added high score saving to MegaTack.

- 3rd June 1998: Santeri Saarimaa fixed MegaTack dipswitches & input ports.

- 0.33b3: Chris Moore added accurated colors and M6502/AY8910 sound to Megatack.

- 0.31: Chris Moore added MegaTack (GamePlan 1980).

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