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Slap Fight - Wikipedia, the free encyclopedia

Slap Fight

From Wikipedia, the free encyclopedia

Slap Fight
Developer(s) Taito
Platform(s) Arcade, Amstrad CPC, Commodore 64, ZX Spectrum, Sega Mega Drive
Release date 1986
Genre(s) Scrolling shooter
Input methods 8-way joystick, 2 buttons
Cabinet Upright
Display Raster, standard resolution

Slap Fight is a 1986 vertically scrolling shooter arcade game by Taito. It takes its inspiration from Xevious (being vertically scrolling) and Gradius (from which it borrows the power-up system). The game takes place in an Earth type environment with metallic enemy installations embedded in natural terrain.

Once selected after collecting sufficient power-up items, the upgrade weapons appear from the bottom of the screen and bolt onto the ship's sides. Collecting successive power-ups increases the width of these extended "wings" and hence the available firepower.

This contrasts with most scrolling shooters where additional firepower is facilitated by auxiliary units separate from the players sprite, such as the options (a.k.a. multiples) of Gradius, or the Force in R-Type. Weapons included the usual multi-directional homing missiles, a fast-firing enemy-penetrating laser, and a close-range 'side shot'.

Hits to the main ship destroy accumulated weaponry.

Contents

[edit] Power-ups

These power-ups appearing on a power meter are similar to Gradius:

  • Speed
  • Side-Shot
  • Shot
  • Wing (extends the width of the craft)
  • Bomb
  • Laser
  • Homing Missile
  • Shield

[edit] Cheat modes

The arcade machine had a cheat mode. To activate it, when the game starts, survive as long as possible without shooting anything. If you die before getting to the ring-shaped pond, you will restart at the beginning of the game with full wings and homing missile. If you manage to survive beyond the pond and then die, you will gain a 150,000 point bonus and restart the game at a much later stage, again with full wings and homing missile.

[edit] Ports

The game was ported to many 8-bit home computers in the European & North American markets. The game was also released for the 16-bit Sega Mega Drive / Genesis. This version included an additional game scenario that compromised different levels, sprite graphics and weapons. The music for that version was composed by Yuzo Koshiro, which is presented on the title screen.

[edit] References

[edit] External links

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