M.A.M.E. - Major Havoc [Rev 3] - Points [Marathon Settings] - 1,082,578 - David Jury

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  1. M.A.M.E. - Major Havoc [Rev 3] - Points [Marathon Settings] - 1,082,578 - David Jury

    03-17-2017, 08:30 AM

    Points [Marathon Settings]
    WolfMame version
    ROMSet: MHavoc
    Adaptive difficulty: On
    Bonus Life: 100,000 [Every]
    Difficulty: Medium
    Lives: 3 [2 In Free Play]
    Service Mode: Off
    Special Rules: You MUST start from level 1. You may freely use the Mini Pong game to activate Warps.
    Submission Message
    I thought I would share a sloppy little trip through Major Havoc's Level 13-16 as a starting submission for my run at some higher scores on this amazing classic title. I hope this helps promote this overlooked gem of a game.

    This was played using a Groovy Game Gear Turbo Twist 2 which I highly recommend. Trackballs and joysticks just don't cut it on this game especially trying to get through the maze and higher levels where you have to dance through bullets in hallways with little margin for error.

    I had two dumb deaths on Level 13 which I usually get through clean, but I scored the breakout game free life just in time to help push me through to Level 17. As usual it seems you need to sacrifice one life on Level 16 to get through, but I was just a little too slow on my escape as you can see :)

    Levels 17-20 coming up next...but that may take me a while. They are basically the same as 13-16 with some added keys and other things to make it that much harder, although I think Level 15 stays the same forever.

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  2. 03-17-2017, 08:36 AM
    As an added bonus you can see how to get through Level 13 when you ***** up and use a shield to early :)
  3. 03-17-2017, 01:55 PM
    *** DISCLAIMER ***
    The following tests and reports are neither exhaustive nor definitive,
    and should not be assumed as such in order to verify authenticity of a submission.

    Starting check.bat on 17/03/2017 at 21:17:53.04

    Zip test
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:
    1 file, 148200 bytes (145 KiB)
    Testing archive: c:\progra~1\mame\analysis\zip\mhavocJRK1082578.zip
    Path = c:\progra~1\mame\analysis\zip\mhavocJRK1082578.zip
    Type = zip
    Physical Size = 148200
    Everything is Ok
    Size:       272033
    Compressed: 148200
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:

    Zip list
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:
    1 file, 148200 bytes (145 KiB)
    Listing archive: c:\progra~1\mame\analysis\zip\mhavocJRK1082578.zip
    Path = c:\progra~1\mame\analysis\zip\mhavocJRK1082578.zip
    Type = zip
    Physical Size = 148200
    Path = mhavocJRK1082578.inp
    Folder = -
    Size = 272033
    Packed Size = 148026
    Modified = 2017-03-17 04:37:18
    Created = 2017-03-17 04:39:04
    Accessed = 2017-03-17 04:39:04
    Attributes = A
    Encrypted = -
    Comment = 
    CRC = CBE1D68A
    Method = Deflate
    Host OS = FAT
    Version = 20
    Volume Index = 0
    7-Zip [32] 16.04 : Copyright (c) 1999-2016 Igor Pavlov : 2016-10-04
    Scanning the drive for archives:

    MAME Major Version 152

    What MAME thinks:
    Input file: mhavoc.inp
    INP version 3.0
    Created Fri Mar 17 04:25:09 2017
    Recorded using MAME 0.152[W] (Dec 25 2013)
    Total playback frames: 36007 (10:00.11)
    Average recorded speed: 99%
    Average speed: 51.26% (722 seconds)

    Source driver:
    mhavoc mhavoc.c
    Generic Info for game:
    ROM set changed: no
    0.106-0.175: mhavoc - "Major Havoc (rev 3)"
    Resolution, 0.106-0.175: vector @ 50.000000Hz
    TG Game Entry: https://www.twingalaxies.com/scores.php?platformid=46&gamename=Major%20Havoc%20[Rev%203]
    Rules, Points [Marathon Settings]: https://www.twingalaxies.com/scores.php?scores=20939
    Rules, Points [Tournament Settings]: https://www.twingalaxies.com/scores.php?scores=20938

    INP dump not relevant

    MAME Info
    MAMEInfo.dat entries: mhavoc and mhavoc.c
    MAMEInfo.dat entries for:
    0.30 [Michael Appolo, Brad Oliver, Neil Bradley, Aaron Giles, Bernd Wiebelt]
    - [possible] Some graphics appear out of place. Smitdogg (ID 01142)
    - mhavocp: [possible] Increasing slowdown in Test Mode. Tafoid (ID 04117)
    - mhavocp: [possible] One of your men just floats when you start a game and enter the ship. qapo (ID 01141)
    - 0.173: Lord Nightmare updated Gamma CPU address decoding/mirroring from the schematic.
    - 0.149: MooglyGuy fixed various vector games crashed/freezed in MAME like Major Havoc.
    - 0.147u1: Miodrag Milanovic moved handling of quad Pokey into Major Havoc driver.
    - 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.
    - 0.133u1: Renamed (alphaona) to (alphaonea).
    - 0.129u5: Couriersud added save state support to Major Havoc.
    - 0.127u1: Removed 8-way Joystick.
    - 0.126u4: Aaron Giles fixed access violation and all graphics are missing in Major Havoc.
    - 0.115u1: Changed region proms to user1.
    - 0.111u5: Mathis Rosenhauer added state saving to Major Havoc. Also fixed sparkling vectors so slowdowns and vector list overflows can be expected. It looks much nicer, though.
    - 0.110u2: Mathis Rosenhauer added missing x-flipping support in Major Havoc.
    - 0.109u2: Jess Askey connected TMS5220 speech support to clone 'Major Havoc (Return to Vax)'.
    - 0.108u5: Mathis Rosenhauer rewrote the Atari vector generators, using the schematics and actual state machine PROMs. The state machine is now emulated so timing should be much more realistic. Clipping hardware in bzone and others is emulated instead of hardcoded. Improved accuracy of clocks and various other bits of cleanup. Added prom ($0 - AVG PROM).
    - 0.80: Alex Eddy fixed vector clipping in Major Havoc.
    - 0.58: Added clones Alpha One (prototype, 3 lives) and (prototype, 5 lives). Changed palettesize from 256 to 32768 colors.
    -  1st February 2002: Aaron Giles added another Alpha One prototype ROM set to the Major Havoc driver.
    - 30th January 2002: Aaron Giles added better vector sparkle effect emulation as used in Major Havoc and Tempest.
    - 25th January 2002: Aaron Giles sent in a driver for Alpha One, a single-CPU prototype version of Major Havoc.
    - 22nd April 2001: Bart Puype fixed Major Havoc from crashing in MAME32.
    - 0.36RC1: Removed 3rd player.
    - 0.35RC1: Brad Oliver added clone Major Havoc (prototype).
    -  2nd May 1999: Juergen Buchmueller modified Major Havoc music speed to be more correct.
    - 0.33b7: Changed description to 'Major Havoc (rev 3)' and clone (alternate version) to 'Major Havoc (rev 2)'.
    - 0.31: Al Kossow fixed aspect ratio in Major Havoc. Aaron Giles and Bernd Wiebelt improved handling of vector games. Battlezone and Major Havoc now do correct clipping.
    - 0.30: Mike Appolo added 'Major Havoc' (Atari 1983) and clones (alternate version) and (Return to Vax).
    -  8th December 1992: Dumped Major Havoc (rev 3).
    - You are Major Havoc, the leader of a brave litter of clones. You are them, they are you, all from one, one from all, fighting for humanity... Eons ago the evil Vaxxian Empire overran the galaxy. Most of your ancestors were enslaved and taken to the Vaxxian homeworld of Maynard. Only a few scientists escaped. Today, their empire is all but vanished. Yet, Vaxxian space stations controlled and defended by robots, still patrol the galaxy and keep your people prisoner. The small band of scientists cloned you, Major Havoc to fly your catastrofighter through a wormhole in space and lead your clone army against the dreaded Vaxxian robot armada. Destroy the enemy space stations and land on the planet of Vaxx to free your people.
    - Use tact scan for warping and information
    - Destroy mothership defenses
    - Land on white platform of defeated mothership
    - In maze, find the reactoid and touch it
    - Exit maze before reactoid blows up
    - Hold jump button for higher jumps
    Other Emulators:
    * AAE
    * Retrocade
    Recommended Games (Planet Force):
    Dodge Man
    Major Havoc
    Cosmo Police Galivan
    Metroid (PlayChoice-10)
    Xain'd Sleena
    Xain'd Sleena (Magnet System)
    Psycho-Nics Oscar
    Escape from the Planet of the Robot Monsters
    Finest Hour
    Out Zone
    Surprise Attack
    SD Gundam Psycho Salamander no Kyoui
    Bucky O'Hare
    Star Fox (Super Famicom Box)
    Steel Force
    Action Hollywood (Galaxy War)
    Recommended Games (Robots):
    Robot Bowl
    Robotron: 2084
    Williams Multigame (Robotron)
    Hopper Robo
    I, Robot
    Major Havoc
    Marvin's Maze
    ***** Loose
    Hole Land
    Galactic Warriors
    Metal Clash
    Metal Soldier Isaac II
    Robo Wres 2001
    Mutant Night
    Star Guards
    Atomic Robo-kid
    Bakutotsu Kijuutei
    Povar / Sobrat' Buran / Agroprom (Pssst)
    Robocop 2
    Robocop 3 (Nintendo Super System)
    Act-Fancer Cybernetick Hyper Weapon
    Escape from the Planet of the Robot Monsters
    Veigues - Tactical Gladiator (Tourvision PCE bootleg)
    Fighting Run (Tourvision PCE bootleg)
    Mesopotamia (Tourvision PCE bootleg)
    Robo Army
    Terminator 2 - Judgment Day
    Turbo Force
    Battle of the Solar System
    Schmeiser Robo
    Mazinger Z
    Rise of the Robots
    Cyberbots: Fullmetal Madness
    Romset: 121 kb / 9 files / 66.9 zip
    0.30 [Michael Appolo, Brad Oliver, Neil Bradley, Bernd Wiebelt, Al Kossow, Hedley Rainnie, Eric Smith, Jess Askey, Chris Kirmse, Sean Trowbridge]
    - Driver: MAME driver by Mike Appolo, Brad Oliver and Neil Bradley. VECSIM: Al Kossow, Hedley Rainnie and Eric Smith. Technical advice: Jess Askey, Chris Kirmse and Sean Trowbridge.
    - This game was provided in three configurations: 1) New Machine Purchase, 2) Upgrade kit for Tempest (Kit "A") and 3) Upgrade kit for Space Duel, Gravitar, and Black Window (Kit "B")
    - Controls on the machine were: A backlit cylinder (roller) on new Major Havoc machines or a Tempest-like spinner on upgrades
    - The (rev 3) roms are supported as "mhavoc", the (rev 2) roms (with a bug in gameplay) are supported as "mhavoc2". "Return to Vax" - Jess Askey's souped up version (errors on self test) are supported as "mhavocrv". Prototype is supported as "mhavocp". Alpha one is a single-board prototype.
    - 0.173: Minor comment update [Lord Nightmare].
    - 0.58: Added includes\mhavoc.h.
    - 0.33b4: Some fiddling with the Atari vector games frame rates [Nicola Salmoria].
    - 0.31: Added vidhrdw\vector.c/h.
    - 0.30: Added mhavoc.c driver and machine\mhavoc.c.

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  4. 03-18-2017, 03:32 PM
    Hey David nice going and thanks for setting up the tracks on this great game. Watched the replay and saw a few new ways to do some of the boards. I do them slightly different but we get the same results, I'll use some of your stuff though to improve a little bit more. Many of us don't get much of a chance to play this game. I look forward to playing it at FS but there machine hasn't functioned correctly for all the 6 years that I have been going there. The machine is set up wrong, the controller doesn't make the player move fast enough. Every year I make the note and drop it into the repair box. Anyway looking forward to seeing your next video of the higher waves.
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  5. 03-19-2017, 12:09 AM
    I feel your pain. Every year at CAX the MH units always seem have less than functional controls. They really need to be working near perfect for this game to get through the hard levels. It's getting tougher to keep these rare ones going obviously. That's why I started investing in the right controls to get the job done for my home setup :)
  6. 03-19-2017, 09:35 AM

    Accepted Excellent Play David I JJT Johnny a couple Years ago at Banning Twin Galaxy Event I watch Play for a While your a Truelly A Master at this Hard Game
    Major Havoc [Rev 3] you Can See 3 Men & Game Starts at :12 of the video Level 1 Can Be Seem at :16 of the video

    Warping Similar to Tempest

    Major Havoc the Bonus Life: 100,000 [Every] is at 3:49-50 of the video


    Special Rules You MUST Start from Level 1.

    You may freely use the Mini Pong game to activate Warps.

    Major Havoc [Rev 3] Game Settings & MAME Analyst by Almighty Dreadlock in Reply 3 Aall Good A OK

    M.A.M.E. - Major Havoc [Rev 3] - Points [Marathon Settings] - 1,082,578 - David Jury Final Score is at 11:55 to 12:03 of the video Game Initials JRK

    ROMSet: MHavoc
    Adaptive difficulty: On
    Bonus Life: 100,000 [Every]
    Difficulty: Medium
    Lives: 3 [2 In Free Play]
    Service Mode: Off
    Special Rules: You MUST start from level 1. You may freely use the Mini Pong game to activate Warps.

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  7. 03-19-2017, 09:38 AM
    Major Havoc
    American arcade flyer for Major Havoc

    Owen Rubin
    Mark Cerny
    Up to 2 players
    6502 x 2
    POKEY x 4
    Horizontal orientation, Vector (color)

    Major Havoc
    (or The Adventures of Major Havoc) is an upright cabinet vector-based arcade game made by Atari in 1983. It combines features from a number of contemporary games, but is primarily a maze game that bears some similarity to Berserk. It was developed by Owen Rubin with some levels designed and tuned by Mark Cerny, who joined the development team approximately a year into the game's development.[1]

    The game was initially released as a dedicated cabinet in 1983 and then one year later as a conversion kit for older vector arcade games like Tempest.[2] Dedicated versions of the game used a roller control for left-right movement, while conversion kits used their native controller hardware, such as the Tempest rotary spinner knob.[3]

    Screenshot of the gameplay.


    According to the story provided by the game's original cabinet, long ago the evil Vaxxian Empire overran the galaxy. Most of humanity was enslaved and abducted to the Vaxxian homeworld. A few humans, who were scientists, managed to escape. At the current moment (according to the timeline of the game), the Empire has since collapsed. However, numerous Vaxxian space stations, all blindly controlled and defended by robots, still remain in the galaxy, mindlessly pursuing their original orders.
    The small band of scientists who initially escaped managed to clone the great human hero Major Havoc, in order to fly his Catastrofighter through a wormhole in space, so that he may lead a clone army against the dreaded Vaxxian robots, and to liberate the remnants of humanity by destroying the enemy reactors. The player controls Major Havoc, the leader of this very band of clones.


    The player controlled the titular character, Major Rex Havoc, first in the "shoot-'em-up" style game, in which the player operated Major Havoc's spaceship, the Catastrofighter, against the numerous robot ships who defend the enemy reactors. The ships are encased in a sort of "buckyball" force-field shield which must be shot first before the ship can be killed. In the next phase, the player would land on the robot space-station by centering the Catastrofighter in between the moving white line and Major Havoc would exit his ship and enter the space-station. The roller-knob controlled left and right character movement and a "jump" button permitted the player's character to leap over obstacles. Thus, a minor amount of "gravity" interacted with the player. The object was to get to the core of the space-station unmolested and sabotage the reactor. Once the charge was set, the player had to get out, back into the space-ship and MSD (minimum safe distance) before the space-station went critical and exploded. Red arrows lead the players direction in and the word out, also in red, points the direction out. The "mazes" get gradually more complicated to navigate in difficulty as the player progresses. Upon a successful mission, the next space-station became more difficult and the time allotted (both in and out) was accelerated.
    The game also featured a "warp system" that allowed the player to skip levels and gain bonus points. The warps were activated by a Breakout clone at the bottom-right of the screen, where there would be two- or three-digit numbers. The player would have to move the joystick until the number matched the number required to warp. For example, the red warp required the number 23, so the player would move the joystick to the right or left until the first digit matched 2, then the player would click the fire button, the Breakout ball would start moving, so the player would have to play the breakout while moving the joystick to the 3 at the same time. When the player finally entered the warp code, the player would be transported to a higher level.
    Extra lives were earned not only by achieving a certain number of points, but also by completing the Breakout mini-game.
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  8. 03-19-2017, 09:53 AM

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