venture Venture (version 5 set 1)

Immagine gioco: Venture (version 5 set 1)
Available images:

Romset name:
Production year: 1981
Manufacturer: Exidy

Game genre: Maze
Category: Maze / Shooter Small

This machine has the following clones:
 • Venture (version 4)
 • Venture (version 5 set 2)

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: .016

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

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

    M6502 ("maincpu")cpu 705562 Hz
    M6502 ("audiocpu")cpu 894886 Hz
    Speaker ("mono")audio
    Exidy SFX+PSG ("custom")audio

  • Screens [Show details]

    This machine uses a single screen:
      Graphic type: Raster
      Screen orientation: Horizontal
      Resolution 256 x 256 @ 59.996811 Hz

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

      Joystick [8 ways]
    Number of buttons: 1

  • Dip-switches [Show details]

    Default settings in bold
    Bonus Life20000
    Coinage2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     Pence: A 2C/1C B 1C/3C
     Pence: A 1C/1C B 1C/6C

  • ROMs (14 of the machine set) [Show details]

    Referred to MAME version: 0.181

    NameSizeCRC32SHA1StatusIn romset
    13a-cpu4096f4e4d991 6683c1552b56b20f2296e461aff697af73563792 good venture
    12a-cpu4096c6d8cb04 3b9ae8fdc35117c73c91daed66e93e5344bdcd7e good venture
    11a-cpu40963bdb01f4 3c1f43a3c37a21524b64d69e4dae58af8c2e0d90 good venture
    10a-cpu40960da769e9 3604dc08c63461b2ea957a396887fb32e4a1a970 good venture
    9a-cpu40960ae05855 29b3c2ca9740aa753e90131e6edcc61f414277e1 good venture
    8a-cpu40964ae59676 36fc9dce9dd0c764a861634859ca0d7f98e20382 good venture
    7a-cpu409648d66220 97b1605170c67b3a945b4d5f088df79328e163ce good venture
    6a-cpu40967b78cf49 1d484172465d3db6c4fc3733aa2b409e3a2e228f good venture
    3a-ac20484ea1c3d9 d0c99c9d5b887d717c68e8745906ae4e65aec6ad good venture
    4a-ac20485154c39e e6f011630eb1aa4116a0e5824ad6b65c1be2455f good venture
    5a-ac20481e1e3916 867e586583e07cd01e0e852f6ea52a040995725d good venture
    6a-ac204880f3357a f1ee638251e8676a526e6367c11866b1d52f5910 good venture
    7a-ac2048466addc7 0230b5365d6aeee3ca47666a9eadee4141de125b good venture
    11d-cpu2048b4bb2503 67303603b7c5e6301e976ef19f81c7519648b179 good venture

    :  PARENT Machine
    :  CLONE Machine
    :  BIOS
    :  Device


Venture (c) 1981 Exidy.

Venture is a 1- or 2-player "Gauntlet" style game (although Venture pre-dates the Atari legend by 4 years) set in a multi-level dungeon. The player, armed with a bow and arrow fights through enemy infested levels in the quest to collect treasure.

Each dungeon is represented as a floor plan, populated with a number of "Space Invader" like monsters. Numerous rooms and their corresponding doors are clearly marked; these rooms are the treasure rooms and each one must be cleared. When the player enters a room, the viewpoint zooms in on the action and the room takes up the whole screen. Each room has a treasure or weapon guarded by one or more creatures. Players must try to retrieve the treasure while avoiding (or killing) creatures and obstacles. Only in the rooms themselves can players use their bow and arrow.

When the treasure is successfully taken out of the chamber, bonus points are awarded. The screen image then returns to the original, zoomed-out floor plan and the player moves on to the next room of their choice. Once a room has been cleared of its item, the player no longer has access to that room. The player must collect all of the treasures on the current level before descending to another dungeon.


Main CPU : M6502 (@ 705.562 Khz)

Sound CPU : M6502 (@ 894.886 Khz)

Sound Chips : Custom (@ 894.886 Khz)

Screen orientation : Horizontal

Video resolution : 248 x 256 pixels

Screen refresh : 57.00 Hz

Palette colors : 8

Player : 2

Control : 8-way joystick

Buttons : 1 (Fire)


Released in June 1981.

Venture came in a white dedicated cabinet and featured sideart of Winky battling green monsters (looks like snakes).


A) If you wont to change aim without moving, learn just to tap the joystick, not to jam it.

B) When pursued by hall monsters outside the dungeons, don't waste time by shooting them. Reverse direction, switch from side to side, and do whatever else you must to escape.

C) Do your best not to shoot a monster where its corpse might block your path to or from the treasure. If you do, you have no choice but to wait until it has completely disintegrated; under no circumstances should you shoot it again.

D) Because you want to get out of each dungeon quickly, you should waste no time in picking up the treasure. It can and should be done in one fluid motion. The Instant you touch the loot, you should start thinking about getting out.

E) When a hall monster appears outside a dungeon, leave. Even if it is outside the room's only exit, remember that it won't be there when you get outside-although another might.

Once the half monster has actually entered the dungeon, the best policy is to flee in the opposite direction. If there is no exit there or a corpse is blocking it, it is still possible in the first three levels for a skilful Winky to escape around the hall monster. It's a risk but do it if you have to.

F) When leaving a dungeon, look out. You don't want to run straight into a waiting hall monster. The more time you've spent in the level so far, the more you should worry.

G) The question of whether to shoot dungeon monsters when you don't absolutely have to depends on two factors : speed and accuracy. If you think you can kill several in a short time,do it. Keep in mind the bonus at the end of each level, since that determines your final score. Unless you are very fast, there is no point in risking the decrease of your score by a seventh or a sixth for a few hundred points.

H) Since you Start in the same place on the level each time, it makes sense to clear the dungeons nearest you first. If you can make a circuit of the level without being killed,the strategy will save time. If you are killed and have to start over,you will have to take the same long route you avoided before.

I) In The Wall Room, don't bother shooting your way through the red walls. It's a risk that earns you no points and takes more time than simply slipping around them. Since this dungeon Is the easiest, it should probably be saved for last, when you need to finish quickly.

J) In The Serpent Room, send arrows down on the two lower snakes before you enter their territory. Their length will make them easy targets from that angle.

If pressed for time enter and exit the dungeon through the door in the right wail, avoiding a confrontation with the third snake.

K) The Goblin and Skeleton Rooms should be handled according to your inclination. You can easily evade the monsters, but the points you could gain with a few parting shots should be considered.

L) Save The Two-Headed Room for the end of Level Two, since it is a very quick job once you have the secret. When you don't have time to shoot the crabs and then to wait for them to disintegrate from your path, split-second timing alone will get you out safely. The instant you touch the treasure,jam the joystick to the upper left. Each time, you will barely make it past the crabs and out the left head of the room.

A more lucrative and time-consuming method is to stay at the bottom with your treasure and wait for the crabs to drift down from the heads into the body in search of you, as they invariably do. If you shoot well, you can kill them and still leave a clear path out. If a hall monster appears before you finish though, say goodbye to Winky.

M) As soon as you enter The Troll Room, move about an inch to the left of the entrance, staying as low as possible : aim to the upper right. As soon as the walls vanish, one goblin will come thundering down since he doesn't sense that you're aiming at him. Diagonal shots are your best chance against any of the monsters,but the trolls are particularly tricky.

Shoot as soon as he leaves cover, then move up and get the treasure. The remaining troll will not be had to evade If you are fast.

Whenever you do aim vertically or horizontally,the trolls will not give you a chance to hit them, holding you in stalemate until the hall monster shows up. What you must do (if you don't want to shoot diagonally) is aim in some other direction until your target has committed himself to attack. Then quickly shift your aim and fire before he has a chance to dodge.

N) You must kill almost everything in The Dragon Room; there is no room to maneuver around the dragons while they are all alive and moving. Even if you are a skilful archer, you must take special care to shoot so that you still have a clear path to and from the treasure. If you have to wait for the dragons to disintegrate before you can reach it, you might as well forget about it.

O) The red denizens of The Spider Room win always stay near the treasure in the center; they shift around it to follow you. Shoot one for best results : it takes almost no time and you can easily snatch the treasure from only two defenders.

The instant you do, look out for the two yellow spiders. They will close in on you rapidly,and your only chance is to duck under one and escape while you still have time. Once you reach the door, a couple of arrows shot at your pursuers won't hurt.

P) With each new level, be prepared for greater and greater challenges. Try to view each dungeon creatively to find the best strategy.

VENTURE is one game in which it is not only important but vital to watch more experienced players, observing the game's many unusual problems and the different ways of handling them. Good luck!


Designed & programmed by : Howell Ivey


* Consoles :

Colecovision (1982)

Atari 2600 (1982)

Mattel Intellivision (1982)

* Computers :

Tandy Color Computer (1982, "Venturer")


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 venture

0.18 [Marc Lafontaine]

0.16 [Marc Lafontaine]

Artwork available


- Press 5 + F3 for Test-Mode


- 22nd March 2009: 3D ARCADE - Update of Krusty101's Venture 3D cabinet model from Fossil.

- 0.129: MooglyGuy added savestate support to Venture and clones.

- 0.122u4: Zsolt Vasvari fixed missing arrow in Venture on the zoomed out map.

- 26th August 2006: Mr. Do - Added Venture bezel from and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.

- 0.70u5: Inigo Luja fixed 'Bonus_Life' dipswitch.

- 0.56: Aaron Giles fixed sound in Venture and other Exidy games.

- 0.37b5: Removed Samples sound.

- 0.35b13: Changed description to 'Venture (version 5 set 1)' and clone '(set 2)' to '(version 5 set 2)'.

- 0.35b2: Good progress in sound emulation of the Exidy games (Venture, Pepper 2, etc.) [Dan Boris].

- 0.34RC1: Added Samples and Custom sound.

- 0.34b2: Al Kossow added clone Venture (version 4).

- 0.33b7: Changed description to 'Venture (set 1)' and clone '(set 2)'.

- 0.31: Mike Balfour added clone Venture (alternate version). Mike Balfour added accurated colors to Venture. Better collision detection in the Exidy games (most noticeable in Venture upper left room) [Mike Balfour].

- 0.28: Mike Balfour did some fixes to the Exidy games (Venture, Mouse Trap, Pepper II). Collision detection is now supported, Venture is playable. Added sound roms (3a-ac, 4a-ac, 5a-ac, 6a-ac, 7a-ac).

- 0.18: Added Venture (alternate set). Marc Lafontaine fixed some problems in the Venture driver. Note that the required Venture ROM set has changed - the other one was missing one ROM. Collision detection doesn't work - use 7 and 8 to simulate it.

- 0.16: Marc Lafontaine provided a driver for Venture (Exidy 1981). It is partially playable, sprites are wrong. On startup, keep 1 or 2 pressed to proceed.

LEVELS: 9 (endless)

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