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Cloak & Dagger (rev 5)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Categories
  12. MAMEinfo
  13. History
  14. High scores
Download cloak.zip (121 KB)
Snapshot

Game infos

Description Cloak & Dagger (rev 5)
Name cloak
Manufacturer Atari
Year 1983
Runnable yes
System arcade /
Number of players 2P alt
Added to MAME .029
Romset size 121 KB
Romset file 16 files
Romset zip 69 B
Language English
Evaluation 40 to 50 (Decent)
Genre Shooter

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 1

Driver infos

Driver status good
Driver emulation good
Driver color good
Driver sound good
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service no
Input tilt no
Input players 1
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
doublejoy 8 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 256 232 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade 136023-105.bin 4096 ee443909 802c5839be9e9e33c75ca7318043ecdb7b82f721 gfx1 0 good no
arcade 136023-106.bin 4096 d708b132 d57acdcfb7b3de65f0162bdc041efff4c7eeff18 gfx1 1000 good no
arcade 136023-107.bin 4096 c42c84a4 6f241e772f8b46c8d3acad2e967f1ab530886b11 gfx2 0 good no
arcade 136023-108.bin 4096 4fe13d58 b21a32b2ff5363ab35fd1438344a04deb4077dbc gfx2 1000 good no
arcade 136023-116.3n 256 ef2668e5 442df346a40b1e20d599ed9877c699e00ab518ba proms 0 good no
arcade 136023-501.bin 8192 c2dbef1b 3bab091afb846ea5f09200e3b44dc8dd430993fe maincpu 4000 good no
arcade 136023-502.bin 8192 316d0c7b 58e50661c077415d9465d85c015b8238b4552304 maincpu 6000 good no
arcade 136023-503.bin 16384 b9c291a6 b3e310110c6d76fa11c44561eb8281aec5f2d1ae maincpu 8000 good no
arcade 136023-504.bin 16384 d014a1c0 76c375ccbd0956779942a72ad2e3c3b8c6203ab3 maincpu c000 good no
arcade 136023-509.bin 8192 46c021a4 8ed7efca766611d433a4fec16ae9c05131a157f4 slave 2000 good no
arcade 136023-510.bin 8192 8c9cf017 19e404354418f95ed7079420fe51110f30e349ed slave 4000 good no
arcade 136023-511.bin 8192 66fd8a34 9597a02a20113baea656ad5d581311abc2865fb1 slave 6000 good no
arcade 136023-512.bin 8192 48c8079e b4b74115e58d67de2f50c1a6a39f34f116f0df29 slave 8000 good no
arcade 136023-513.bin 8192 13f1cbab c016db6c0ca6d72ca8425d807d95f43dc87e6788 slave a000 good no
arcade 136023-514.bin 8192 6f8c7991 bd6f838b224abed78fbdb7da17baa892289fc2f2 slave c000 good no
arcade 136023-515.bin 8192 835438a0 27f320b74e7bdb29d4bc505432c96284f482cacc slave e000 good no

Chips list

name tag type clock
M6502 slave cpu 1250000
POKEY pokey2 audio 1250000
Speaker mono audio

Categories

MAMEinfo

0.29 [Dan Boris, Mirko Buffoni]


Bugs:

- All sets in cloak.c: Assorted graphic and color issues. Tafoid (ID 03900)


WIP:

- 0.167: David Haywood fixed horizontal partial updates in Cloak & Dagger.

- 0.146: Couriersud improved sound emulation for POKEY chip. Changed audio emulation to emulate borrow 3 clock delay and proper channel reset. New frequency only becomes effective after the counter hits 0. Emulation also treats counters as 8 bit counters which are linked now instead of monolytic 16 bit counters. Fixed high pass filters for POKEY. Added POKEYN device based on modern device. Fixed random lfsr generation. Consolidated polynom code. Removed legacy left overs from Pokey code. Added a internal pokey_channel class. Convert all remaining drivers to use the modern Pokey device.

- 0.142u3: Angelo Salese removed deprecat.h dependancy and updated irqs accordingly for Cloak & Dagger.

- 0.138u3: Tafoid fixed music pitch in Cloak & Dagger and clones. Changed clock speed of the 2x POKEYs to 1250000 Hz.

- 0.129u2: Phil Bennett increased Cloak & Dagger interleave quantum to eliminate 'SLAVE COM BAD' startup message. Fixed debug access violation for all Cloak sets.

- 0.128u1: Phil Bennett fixed items can't pick up in Cloak & Dagger. Added 82S129 prom (256 bytes - vertical timing).

- 0.126u4: Fabio Priuli added DIP locations for Cloak & Dagger.

- 0.123u3: Cloak & Dagger video code cleanup [Zsolt Vasvari]: ResNet conversion - Colors are now signficantly less saturated because of the 1K pull-ups. This is noticable in the agent's coat and the sky color, for example. Added bitmap palette selection based on the 128H line. Not sure where this is actually used in the game.

- 0.107: Aaron Giles added clones Agent X (prototype, rev 1), (prototype, rev 2), (prototype, rev 3) and (prototype, rev 4).

- 0.105u4: Fixed rom names.

- 0.104u4: Adam Bousley added save state support to Cloak & Dagger.

- 0.79u1: Cleaned up Cloak & Dagger driver [Aaron Giles].

- 0.77u2: Changed input to 1 Player and 1x button. Fixed dipswitches. TODO: Slave com bad at startup. Is bitmap drawing in service mode correct? Real cpu speeds. Custom write.

- 0.75: Aaron Giles added clones Cloak & Dagger (French), (German) and (Spanish). Fixed rom names. Changed parent description to 'Cloak & Dagger (rev 5)'.

- 7th October 2003: Aaron Giles added a few international Cloak & Dagger versions.

- 0.71u2: Added dipswitches 'Flip Screen' and 6x 'Unknown'.

- 0.36RC2: Added 'Allow Freeze' and 2x 'Unknown' dipswitches.

- 0.35b9: Changed visible area to 256x232.

- 26th March 1999: Nicola modified Cloak & Dagger for correct rotation support.

- 0.34b8: Dave W. added high score saving to Cloak and Dagger.

- 0.30: Aaron Giles support dirty rectangles in Cloak & Dagger. The background bitmap in Cloak & Dagger is now aligned properly with the playfield graphics, and boxes no longer get stuck at the corners of the conveyors [Dan Boris].

- 0.29: Dan Boris and Mirko Buffoni added 'Cloak & Dagger' (Atari 1983).

- 2nd September 1997: Daniel Boris released an emulator for Cloak & Dagger (Cloak and Dag-ulator v0.60). Cloak and Dagger was a somewhat obscure arcade game put out Atari in 1983. It was originally released under the title Agent X, but was renamed to tie it in with the movie "Cloak and Dagger" which features the game supposedly being played on a 5200. The game that you see in the movie is the arcade game wired up to a TV so it looks like it was running on the 5200. The 5200 version was started, but never finished so there are no home versions of Cloak and Dagger.

- 10th April 1996: Dumped Cloak & Dagger.


PLAY INSTRUCTIONS:

- Your mission: Recover the stolen plans from the evil Dr. Boom and destroy his underground bomb factory!

- Cross level to exit via other elevator.

- Get secret box for part of minefield map.

- Step on unarmed explosives for points and shoot explosives!

- Step on secret maps to next minefield and mysteries for Bonus points, slow or double speed and extra life!


LEVELS: 66 (there are 33 floors, but once you get the plans on the 33rd you have to run all the way back to the 1st!)


Other Emulators:

* Retrocade


Movie: Cloak & Dagger

Genre: Adventure

Year: USA 1984

Director: Richard Franklin

Studio: Universal Pictures

Cast: Henry Thomas, Dabney Coleman, Michael Murphy


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Pipi & Bibis / Whoopee!!

History


Arcade Video game kit published 36 years ago:

Cloak & Dagger (c) 1983 Atari.

Agent X, complete with trenchcoat, Bogie hat, and briefcase, hurries through a series of adventures and misadventures to retrieve stolen plans and destroy dastardly Dr. Boom's subterranean bomb factory. Our masked hero descends to the depths of Dr. Boom's laboratory in a special elevator. On each floor he encounters a series of conveyor belts that are moving explosives. A giant bomb ticks down the game seconds while devices of Dr. Boom's plotting, such as bomb converters, forklifts deflecting shots back at Agent X, robot guards, acid pits, and crawling eyes shooting death rays, challenge the player(s).

CLOAK & DAGGER is a 1- or 2-player game with a color raster video display. You control Agent X as he descends underground floor by floor in an elevator to Dr. Boom's lab, located on the 33rd floor. Your main goal is to retrieve Top Secret plans that are surrounded by an electrical arc. To stop the electrical current, Agent X must shoot all the fiery nodes as he fights off robot guards.

As Agent X leaves the elevator on each floor, he must make his way carefully and quickly across the screen to another exit. Each floor displays a configuration of conveyor belts moving green unarmed and red armed explosives. Agent X can pick up the green explosives. The red explosives will explode on contact. Some floors have marauding robot guards, death-ray shooting crawling eyes, and acid pits.

Once Agent X has the top secret plans in hand, he must make his way back to the surface. If he exits on a floor that was bombed on the way down, he will find a massive crater protected by node monsters and the previously mentioned attackers. If he exits on a floor that was not bombed, a superguard will join the other attackers to challenge Agent X. On the final level, rumors are that he will meet the notorious Dr. Boom himself.

At the center of the display, a double-coiled fuse to a giant bomb is ticking down the game seconds for each level. Agent X can light the fuse in a rush for bonus points, but must be able to escape that level before the bomb explodes. If the fuse has shortened on its own to one coil, it lights automatically and prompts Agent X to make a mad dash to the waiting elevator. The doors close just as a burst of light from the explosion is seen. The game's perspective now changes to a full view inside the elevator. Messages flash across the elevator to give helpful hints on the next level.

Dr. Boom has placed explosive mines on every 4th floor. On each of the preceding 3 floors Agent X can pick up a secret map box that will show him part of the safe path across the minefield on the next 4th floor.

Agent X's first goal is to travel successfully from one elevator to the other; his second goal is to pick up a secret box to get a map of the minefield on levels 4, 8, 12, 16, 20, 24, 28, and 32; the third goal is to light the bomb fuse and escape before the explosion.

As game play progresses, Agent X may find an extra-life box and a mystery box that give bonus points, double speed, half speed, and occasionally, an extra life. Extra bonus points are earned for picking up green unarmed explosives or for skipping floors.

If Agent X succeeds in capturing the top secret plans, he must fight his way back up to the top level. The appearance of box compressors, crawling eyes, and other enemies are more random on the way up than on the way down. If Agent X makes it back to the surface, a free game will be awarded (depending on the settings of the option switches).

The game ends when you use up your last life or successfully make it to the surface.

- TECHNICAL -

Game ID : 136023

Players : 1
Control : Double 8-way joystick
Buttons : 1

- TRIVIA -

Released in December 1983 as a conversion kit for Defender, Stargate, Robotron, or Joust. There were about 5000 units produced which made it into the market place.

A Cloak & Dagger unit appears in the 1984 movie 'Cloak and Dagger'.

This game was in development independently from the movie of the same name under the title "Agent X". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak & Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak & Dagger'.

John McAllister holds the official record for this game with 1,497,744 points on April 1, 2009.

- SCORING -

Shooting cave walls : 1 point
Shooting unarmed explosives : 10 points
Shooting armed explosives : 50 points, 100 bonus points
Shooting sleeping guard : 50 points, 100 bonus points
Picking up unarmed explosive : 100 points, 100 bonus points
Shooting alert guard : 200 points, 100 bonus points
Shooting lab arc-node : 200 points
Picking up mystery box : 200-1800 points, 100 bonus points
Shooting node monster : 1000 points, 100 bonus points
Shooting crawling eye : 1000 points, 200 bonus points
Shooting super-guard : 2000 points, 200 bonus points
Shooting Dr. Boom : 50,000 points
Picking up secret plans : 100,000 points
Lighting fuse : 2000-9000 bonus points (the shorter the fuse the more points awarded)

Note : Once fuse is lit, all points awarded are doubled!

- TIPS AND TRICKS -

* Hints for Game Play :
Develop skill for controlling the 8-position joysticks.
Memorize the mine fields.
Destroy the crawling eyes by spreading out shots.
Judge timing through the box compressors that first appear on level 17.
Learn levels where it is best NOT to shoot everything.

* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time.

- STAFF -

Team Leader : John Ray
Designed and programmed by : Russel Dawe (RBD)

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=476&o=2

High scores

MAMESCORE records : 02/04/2017 13:01



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nicky634_______________________71.252


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