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Air Fortress

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Title Screen

Air Fortress

Developer: HAL Laboratory
Publishers: HAL Laboratory (JP/EU), HAL America (US)
Platform: NES
Released in JP: August 17, 1987
Released in US: September 1989
Released in EU: 1990
Released in AU: 1990


SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
The Japanese manual has some prototype screenshots.

Air Fortress is a simple yet entertaining shoot-'em-up by HAL. WHERE IS MY LIGHTBRASNER?

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics

Japanese manual, page 4

AirFortress-BorderTiles.png

A set of border tiles that would have appeared on the map screen. These can be seen in a screenshot in the Japanese manual.

Japanese manual, page 7

AirFortress-LightshipEnemy.png

An unknown character riding a ship that bears more than a passing resemblance to the player character, found in the sprite bank for the side-scrolling shooter areas. The fact that it is facing to the right, unlike most other enemy sprites, suggests that it may not have been an enemy. This can also be seen in a screenshot in the Japanese manual.

(Source: Original TCRF research)
(Manual scans: Video Game Den)

Uncompiled ASM Code

The Japanese ROM contains several large portions of the uncompiled ASM source code, complete with comments from the programmer, as well as a couple of DOS file listings. These snippets were probably leftover data in the RAM of the computer that was used to compile the game. The American release was cleaned up significantly and recompiled, so it doesn't contain this data. This data is also absent from the prototype.

Data Locations

RESE90  = $C086
W2PART  = $C08D
MMOVR   = $C194
MMOVL   = $C1AD
MMOVD   = $C1FC
MMOVU   = $C219
SXYFDM  = $C26A
DSPMAP  = $C28B
IMDATH  = $C311
IMDATV  = $C318
SEBPOS  = $C372
SEFDRC  = $C3C5
SEBDRC  = $C3DD
EBMSSB  = $C4C5
EBMSET  = $C4D2
EBMS20  = $C4DC
LBMSET  = $C4FB
EFBSET  = $C50B
CBMSET  = $C518
BBMSET  = $C545
MVEBM   = $C55C
WEBM    = $C754
MVFBM   = $C808
WFBM    = $C832
SIRAPA  = $C8E3
SETPLT  = $C908
WPOSE   = $C9B6
OBJOBJ  = $CA68
PAUSE   = $CA9C
RQPOS   = $CAB6
OBJNBR  = $CADB
DSPEGY  = $CB27
EGYADD  = $CC0F
EGYSUB  = $CC3A
MAXADD  = $CC5A
MAXSUB  = $CC6A
PUTPRT  = $CC83
FADIN   = $CD92
FADINK  = $CD94
FADOUT  = $CDC9
FADOUK  = $CDCB
BASINI  = $CE07
FORINI  = $CE57
BASGAME = $CEE9
FORGAME = $CEFC
GAMEOVR = $CF07
GOEND   = $CF0F
ERROR   = $CF17
ALLLFT  = $CF1A
ALLRGT  = $CF5D
ALLDWN  = $CF8D
ALLUP   = $CFCE
EVLONE  = $D011
EVLON0  = $D013
EVRONE  = $D047
EVRON0  = $D049
EVDONE  = $D069
EVDON0  = $D06B
EVUONE  = $D08B
EVUON0  = $D08D
CMVSUB  = $D0AF
WSHUTR  = $D136
QUAK90  = $D2E3
DNMI    = $D428
ENMI    = $D432
SYNC    = $D438
WRMMC0  = $D453
WRMMC1  = $D467
WRMMC2  = $D47B
WRMMC3  = $D48F
SETH    = $D4A3
SETV    = $D4A8
DISSCR  = $D4AD
ENASCR  = $D4B8
VADRS   = $D4C0
FILVRM  = $D514
WVRMP1  = $D51A
WRTVRM  = $D520
CLROBJ  = $D73D
SBIOS   = $D769
BSBIOS  = $D853
SNFEDM  = $0000
SNGON   = $0001
SNBKRT  = $0002
SNBBM   = $0003
SNFBM   = $0004
SNEEXP  = $0005
SNELV   = $0006
SNFDMG  = $0007
SNEFBM  = $0008
SNDOOR  = $0009
SNWARP  = $000A
SNGRAV  = $000B
SNUFO   = $000C
SNBEDM  = $000D
SNFFSI  = $000E
SNBFSI  = $000F
SNITEM  = $0010
SNALLC  = $0011
SNESCP  = $0012
;
        .END
;

Code (Display Routine?)

        cpx     #yoko
>
        .ifn    kanji   <
        cpx     #yoko*2
>
        bne     line_vmas20

        ldx     #$20
        lda     lineadrs+3      ; v.ram write address high
        beq     line_vmas80

        sta     vrad            ; address high
        lda     lineadrs+2
        sta     vrad            ; address low
line_vmas30
        lda     chrcode,x
        sta     vrdt            ; write !!!
        inx
        .ifn    kana.alpha      <
        cpx     #yoko+$20
>
        .ifn    kanji   <
        cpx     #yoko*2+$20
>
        bne     line_vmas30

        .ife    line-2  <
        jmp     line_vmas80
>
        ldx     #$40
        lda     lineadrs+5      ; v.ram write address high
        beq     line_vmas80

        sta     vrad            ; address high
        lda     lineadrs+4
        sta     vrad            ; address low
line_vmas40
        lda     chrcode,x
        sta     vrdt            ; write !!!
        inx
        .ifn    kana.alpha      <
        cpx     #yoko+$40
>
        .ifn    kanji   <
        cpx     #yoko*2+$40
>
        bne     line_vmas40

line_vmas80
        .ifn    kanji   <
        lda     atrbadrs+1
        beq     line_vmas88

        sta     vrad
        lda     atrbadrs
        sta     vrad
        ldx     #$00
        ldy     #$08
line_vmas85
        lda     atrbcode,x
        sta     vrdt
        inx
        dey
        bne     line_vmas85
>
line_vmas88
        lda     #$00
        sta     lvmex
        pla
        pla
        jmp     nmi30

;---    font vmas       ---
        .ifn    kanji   <
font_vmas
        lda     fvmex
        beq     font_vmas99

        LDA     CR0
        AND     #$0FB
        STA     CTLR0
        STA     CR0

        lda     sttr

        ldx     #$00
font_vmas10
        lda     chrcode+1,x     ; v.ram write address high
        sta     vrad            ; address high
        inx
        lda     chrcode+1,x
        sta     vrad            ; address low
        inx
;ldy    #$08
font_vmas20
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx
        lda     chrcode+1,x
        sta     vrdt            ; write !!!
        inx




;dey
;bne    font_vmas20

        cpx     #$50
        bcc     font_vmas10

        lda     #$00
        sta     fvmex
        pla
        pla
        jmp     nmi30
font_vmas99
        rts
>
;
;--------------------------------
;       V-RAM  TRANSER
;
        .IFN    VRTRF <
VRTR20
        STA     VRAD
        INY
        LDA     (REG0),Y
        STA     VRAD
        INY
        LDA     (REG0),Y
        ASL     A
        JSR     AUTINC          ; V-RL  AADDRESS AUTO INCREMENT SET
        ASL     A
        ASL     A
        LDA     (REG0),Y
        AND     #$03F
        TAX                     ; KOS

Data Locations

0000 FMS                0001 MMC                0000 PPU0               0001 PPU1
0002 VSCROL             0003 HSCROL             0004 VSCRLH             0005 HSCRLH
0006 PPU1SV             0007 SYNCF              0008 KYSTAT             000A KYTRIG
000C RLSFLG             000E SEGMNT             000F P0                 0011 P1
0013 P2                 0015 W0                 0016 W1                 0017 W2
0018 W3                 0019 W4                 001A SAVEA              001B SAVEX
001C SAVEY              001D IP0                001F IW0                0020 IW1
0022 WRPNT              0023 RDPNT              0024 WRPNT1             0025 RDPNT1
0026 KWRPNT             0027 KRDPNT             0028 JIFFY              0029 RNDREG
002B XPOS               002C XPOSH              002D YPOS               002E DIGITS
002F EDTPTR             0030 LINBUF             0035 CUROBJ             0036 CURCOD
0037 WRST               0038 SNDPNT             003A WAITC              003B SSP
003C SSTACK             003E CHVA               003F CHVB               0040 CHVC
0041 OFSA               0042 OFSB               0043 OFSC               0044 SNDREG
005C SSWSAV             005E MODE               005F PRGBNK             0060 MAPBNK
0061 ROUND              0062 LEFT               0063 SCRENX             0065 SCRENY
0067 PNTSTO             0069 PNTMGL             006B PPOSEL             006D PPOSEH
006F PNT1               0071 PNT2               0073 PNT3               0075 PNTOBJ
0077 PNTSPE             0079 PPART1             007B PPART2             007D PPART3
007F PPART4             0081 PPARTA             0083 WORK               0083 WORK0
0084 WORK1              0085 WORK2              0086 WORK3              0087 WORK4
0088 WORK5              0089 WORK6              008A WORK7              008B WORK8
008C WORK9              008D WORKA              008E WORKB              008F WORKC
0090 WORKD              0091 WORKE              0092 WORKF              0093 SPBIGN
0093 GSXIW0             0094 SPEND              0094 GSXIW1             0095 SPNEGA

File Listing

.
..
FE      EXE
CONFE   EXE
TXTCNV  EXE
TSCONV  EXE
GREP    EXE
FE      CNF
FE      HLP
FE      HL2
CONFIG  SYS
FED     BAT
READ    ME
FE      BAK
_E      $$$

Data Listings

8354 W1LINE             8363 W1LI21             836B W1LI20             836D W1LI00
8375 W1LI01             8392 W1LI10             83C1 W1LI90             83CD W1LI91
83E5 W1LI99             83F3 W1LI11             83F6 W1LI12             83FC STORYD
8815 STAFFD             8B0E FORTRS             8B61 FORT01             8B7E FORT00
8B88 FORT02             8B98 FORT10             8BA3 FORT20             8BAE FORT30
8BB5 FORT70             8BCA FORT80             8BD6 FORT81             8BE2 FORT82
8BEF DSPF90             8C23 DSPF97             8C57 DSPF98             8C8B DSPF91
8C93 DSPF92             8C9B DSPF93             8CB7 DSPF94             8CCB DSPF95
8CD3 DSPF96             8D17 DSPFA0             8D1B DSPFA1             8D2B DSPFA2
8D3B DSPFA3             8D4B DSPFA4             8D5B DSPFA5             8D5F DSPFA6
8D63 LXVEL              8D64 LYVEL              8D65 RXVEL              8D66 RYVEL
8D67 FTRTOB             8D93 FTRT00             8DA3 FTRT10             8DA7 FTRT11
8DF7 FTRT12             8E0C FTRT13             8E1B FTRT14             8E21 FTRT15
8E2C FTRT80             8E48 FTRT81             8E64 FTRT90             8ED4 TITLE
8EF0 TITL00             8EF8 TITL01             8F14 TITL20             8F17 TITL23
8F19 TITL21             8F2E TITL22             8F39 TITL24             8F49 TITL80
8F5B DSPTTL             8F8D WRTCUR             8FB1 WRTC10             8FBA WRTC90
8FBC DSPT90             8FD0 DSPT91             9008 DSPT94             9040 DSPT92
9049 DSPT95             9055 DSPT93             906F DSPTA0             9083 DSPTAU
9097 DSPTA1             909C DSPTA2             90B0 OSYNC              90B6 SETSTA
90C5 SETS00             90EC FLASTA             90EE FLAS00             9107 CLRV1
910E CLRV00             9124 CLRV10             9137 CLRV11             913C CLRV2
9146 RANDOM             914E RANDM1             916D RANDM2             9178 RANDM3
9179 OWRVRM             9182 OWRVR0             9186 OFIVRM             918F OFIVR0
9193 POSEL              0010 PNFTRB             91A4 POSEH              91B5 POSE00
91D8 POSE01             91FB POSE02             921E POSE03             9241 POSE04
9264 POSE05             926F POSE06             927A POSE07             9285 POSE08
9290 POSE09             929B POSE10             92A6 POSE11             92B1 POSE12
92BC POSE13             92C7 POSE14             92D2 POSE15             92D9 PSFTRB
92EC CLRSCR             930B CLRSC8             9310 CLRSC9             9315 OVERXX
934E OVER11             9374 OVER20             9377 OVER30             9386 OVER90
9394 OVER91             93A1 ALLMXX             93F4 ALLM01             9421 ALLM00
943C ALLM10             9453 ALLM20             9461 ALLM22             9481 ALLM23
94AC ALLM24             94BC ALLM25             94E0 ALLM30             94E9 ALLM31
94F9 ALLM50             9509 ALLM51             953F ALLM52             9543 ALLM53
9549 ALLM60             954A ALLMP1             955A ALLMP2             956A ALLMP3
957A ALLMP4             958A ALLMPA             959A ALLM90             95BA ALLM91
95C1 ALLM92             95C8 ALLM93             95CF ALLMA0             95D7 ALLMA1
95DF ALLMA4             95E3 ALLMA5             95E7 ALLMB0             95FE ALLMB1
9616 ALLMB2             9636 ALLMC0             9637 ALLMC1             9638 ALLMCA
965B ENDXX              9690 END001             96C1 END010             96EA END011
9718 END012             9734 END020             9744 END021             977D URAEND
97B0 END710             97B6 END700             97C6 END701             97D8 END702
97E0 NRMEND             97E8 END100             97F1 END102             97FE END101
9808 END103             9814 END112             981D END110             982A END111
983C END120             9841 END121             985C END130             9862 ENDMGL
9872 ENDMG0             9875 END900             9885 END901             98C9 END902
98D9 ENDSTA             98D9 END910             98EE END911             9905 END912
991F END913             993C END914             9955 END915             996D END916
998E END917             99AD END918             99C6 END919             99DD END920
99F7 END921             9A0B END922             9A14 END923             9A1E END924
9A25 END925             9A32 END926             9A39 END927             9A46 END928
9A46 ENDEND

Version number?

LC 3.00

Text strings from a program (hextobin)

Invalid stack size
$Insufficient memory
$Usage: hextobin [-(h|v|1) | [-a offset] hexfile | -o binfile]... | -f scriptfile
No more memory
.bin
No more memory
-f
missing scriptfile
No more memory
fname expected
missing outfile
missing hexdigis
%lx%s
illegal hexdigis
%s: bat option
No more memory
no hex file
outputfile = %s  filler = %s
dojob: unexpected switch
simpleconcat...
withiwataheader...
%08lx - %08lx : filecount = %d
%08lx - %08lx : %s offset = %04lx
%08lx - %08lx : %s length = %04lx
dumphexfiles...
%s: seekpos = %ld size=%ld
%s: can't open
%02x
%04x
%02x
%d=c:c
%02x
%02x
checksum  =  %x
%s,line %d checksum error
%s,line %d too long
%-12s : %04lx - %04lx %04lx
%-12s : empty
%s,line %d checksum error
%08lx -
seek error @ %s
%s,line %d write error
%s,line %d too long
%08lx : binary image of %s
fillfile: seek error
*** STACK OVERFLOW ***

Assembler messages

AIRBASE.X65  87-07-14 15:45:44......PAGE 0001

LINE#  LOC   CODE       LINE


   16  0000                     .LIB    MAIN
  616  8000                     .END
  617  8000                     .LIB    AIREQU
  719  8000                     .END
  720  8000                     .LIB    BASEQU
  739  8000                     .END
  740  8000                     .LIB    BASENEQU
  780  8000                     .END
  782  8000                     .LIB    BASTEST
 1055  8202                     .END
 1056  8202                     .LIB    BASENE1
 1347  83C5                     .END
 1348  83C5                     .LIB    BASENE2
 2106  8878                     .END
 2107  8878                     .LIB    BASENE3
 2505  8A8F                     .END
 2506  8A8F                     .LIB    BASATARI
 2877  8CC3                     .END
 2878  8CC3                     .LIB    BASENDAT
 3181  8DBA                     .END
 3182  8DBA                     .LIB    BASETC
 3363  8EC6                     .END
 3364  8EC6                     .LIB    BIKE
 3852  91EF                     .END
 3853  91EF                     .LIB    BASPOSE
 4348  9584                     .END
 4349  9584                     .LIB    BASPARTS
 4507  9A34                     .END
 4509  9A34                     .END
No Errors

End of Assembly. TIME = 15:46:00


Code (password routine)


;
;
PASS    LDA     STACON
        BNE     PASS00
        TAX
        JMP     PASS80
;
PASS00  LDA     PPU1
        AND     #%11110111
        STA     PPU1WT
        JSR     OSYNC
;
        LDY     #16*4-1
        LDA     #$F0
PASS01  STA     OBJRAM,Y
        DEY
        BPL     PASS01
;
PASS10  JSR     CLRV1
        JSR     OFIVRM
        .WORD   PSSC91
        JSR     OWRVRM
        .WORD   PSSC90
        LDX     #3
        LDA     #'0'
PASS11  STA     VDATA,X
        DEX
        BPL     PASS11
        JSR     WRTPAS
        LDA     #0
        STA     SCRENX
        STA     SCRENX+1
        STA     SCRENY
        STA     SCRENY+1
;
        LDA     PPU1
        ORA     #%00001000
        STA     PPU1WT
        JSR     OSYNC
;
        LDA     URAF
        BNE     PASS12
        LDA     #0              ; clear URA pass counter.
        STA     UPACTR
;
PASS12  LDA     #0
        STA     PASSX
;
;       * loop
;
PASS20  JSR     OSYNC
;
        LDA     KYSTAT          ; ZENKAI TO ONAJI ?
        CMP     OLDKSV
        BEQ     PASS21          ; yes.
        LDX     #8*4
        BNE     PASS22          ; *BRA
PASS21  DEC     KREPCT
        BEQ     PASS23
        LDA     #0
        BEQ     PASS24          ; *BRA
PASS23  LDX     #8
PASS22  STX     KREPCT
PASS24  STA     KEYSAV
        LDA     KYSTAT
        STA     OLDKSV
;
        LDA     KYTRIG
        AND     #KMASKL
        BEQ     PASS31
        LDA     PASSX
        BEQ     PASS40
        DEC     PASSX
        BPL     PASS40          ; *BRA
PASS31  LDA     KYTRIG
        AND     #KMASKR
        BEQ     PASS40
        LDA     PASSX
        CMP     #3
        BEQ     PASS40
        INC     PASSX
;
PASS40  LDX     PASSX
        LDA     KEYSAV
        AND     #KMASKD
        BEQ     PASS45
        DEC     VDATA,X
        LDA     VDATA,X
        CMP     #'0'-1
        BNE     PASS41
        LDA     #'Z'
        BNE     PASS47          ; *BRA
PASS41  CMP     #'A'-1
        BNE     PASS48
        LDA     #'9'
        BNE     PASS47          ; *BRA
PASS45  LDA     KEYSAV
        AND     #KMASKU
        BEQ     PASS50
        INC     VDATA,X
        LDA     VDATA,X
        CMP     #'9'+1
        BNE     PASS46
        LDA     #'A'
        BNE     PASS47          ; *BRA
PASS46  CMP     #'Z'+1
        BNE     PASS48
        LDA     #'0'
PASS47  STA     VDATA,X
PASS48  JSR     WRTPAS
;
PASS50  LDA     #15*8-1
        STA     OBJRAM
        LDA     #$58
        STA     OBJRAM+1
        LDA     #%01
        STA     OBJRAM+2
        LDA     PASSX
        ASL     A
        ASL     A
        ASL     A
        ADC     #8*19
        STA     OBJRAM+3
;
        LDA     KYTRIG
        AND     #KMSKST
        BNE     PASS60
        JMP     PASS20
;
;       * check pass word
;
PASS60  LDY     URAF
        LDA     PSSC9L,Y
        STA     PNT1
        LDA     PSSC9H,Y
        STA     PNT1+1
        LDX     #1
;
PASS61  LDY     #3
PASS62  LDA     VDATA,Y
        CMP     (PNT1),Y
        BNE     PASS63
        DEY
        BPL     PASS62
        BMI     PASSA0          ; collect pass word !
;
PASS63  LDA     PNT1
        CLC
        ADC     #4
        STA     PNT1
        BCC     PASS64
        INC     PNT1+1
PASS64  INX
        CPX     #11             ; password data NO KAZU
        BCC     PASS61
;
;       * illegal pass word.

File listing

.
..
FE      EXE
CONFE   EXE
TXTCNV  EXE
TSCONV  EXE
GREP    EXE
FE      CNF
FE      HLP
FE      HL2
CONFIG  SYS
FED     BAT
READ    ME
FE      BAK
_E      $$$
(Source: Original TCRF research)

Regional Differences

Intro

The intro was completely rewritten for the US version. Note that the text was carefully formatted to fit in the same number of lines as the Japanese version.

Japan US
 ON THE PLANET 'FARMEL',
THEY  HAD  THE  GLORIEST
DAYS  FOR TWO CENTURIES,
SINCE  THE STARDATE  HAD
ESTABLISHED. THEY SAILED
ALL  AROUND  THE  GALAXY
WITH  NEW TYPE SPACESHIP
CALLED 'LIGHTSHIP'.

 BUT  ONE DAY THE  PEACE
WAS   DISTURBED   BY   A
MISTERIOUS BIG FORTRESS.
 IT  WAS   LIVING    AND
WAS DESTROYING ALL OTHER
CIVILIZATIONS.

 THE  FEDERAL  BUREAU OF
GALACTIC GOVERNMENT  OR-
GANIZED    THE   DEFENCE
FORCE  IMMEDEATELY.  BUT
AS   THE  'AIR FORTRESS'
HAD VERY HIGH POTENTIAL,
THE  DEFENCE  FORCE  WAS
WIPED OUT IN VAIN.

 SO  THE  FEDERAL BUREAU
HAS  DECIDED  TO  SELECT
A   SPECIALLY    TRAINED
MAN,   ID  82592,  NAMED
'HAL  BAILMAN',  AND HAS
DEVELOPPED   NEW    TYPE
'LIGHTBRASNER' AND  'AR-
MORED SUIT'.

 NOW  HE   DEPARTS   FOR
THE 'AIR FORTRESS'  WITH
THE DESTINY OF 'FARMEL'.
    THE  INHABITANTS  OF
THE PLANET  FARMEL  HAVE
LIVED  IN   PEACE  SINCE
THE   ESTABLISHMENT   OF
THE STARDATE CALENDAR.
THEY  HAVE TRAVELED  ALL
AROUND  THE GALAXY  WITH
A NEW  STYLE  SPACECRAFT
CALLED THE LIGHTSHIP.
    THEN  ONE  DAY   THE
PEACE WAS DISTURBED BY A
MYSTERIOUS BIG FORTRESS.
 IT   WAS   LIVING   AND
DESTROYING   ALL   OTHER
CIVILIZATIONS.
    THE  FEDERATION   OF
INTERGALACTIC     POWERS
ORGANIZED   THE  DEFENSE
FORCES IMMEDIATELY.
 THE  FEDERATION  FORCES
WERE  NO  MATCH  FOR THE
SUPERIOR DEFENSES OF THE
AIR FORTRESS.
 THE  FORTRESS   TOTALLY
DESTROYED   ALL  OF  THE
FEDERATION FORCES.
 THE FEDERATION  DECIDED
TO  SELECT  A  SPECIALLY
TRAINED PERSON, ID82592,
NAMED  HAL BAILMAN.
HAL'S EQUIPMENT INCLUDES
A NEWLY DEVELOPED  LIGHT
BLASTER   AND    ARMORED
SUIT.
    NOW  HAL  DEPARTS TO
DESTROY   THE   FORTRESS
AND SAVE  FARMEL.

Gameplay

Hmmm...
To do:
There are probably more differences.

The US version of the game was made significantly easier than the Japanese version:

  • In the Japanese version, dying in a side-scrolling shooter area will return you to the beginning of that area. The US version immediately respawns you with a brief period of invulnerability instead.
  • There are fewer enemies inside the fortresses. This is especially noticeable in the last few fortresses of the second loop.
  • Homing bullets move in slower, wider arcs in the US version, making them easier to avoid.
  • The fireballs shot by the giant robots in the eighth fortress will push you back until you hit a wall in the Japanese version, making these sections exceptionally difficult if you do not have perfect aim. These can be passed through in the US version.

Ending

The Japanese and US versions have different endings:

  • In the Japanese version, when you beat the game, it shows you returning to Farmel, you get a congratulatory message, and you are given a set of passwords to play "another Air Fortress". You must then reset the game and enter these passwords in order to start the second loop. After beating the game a second time, it shows you returning to Farmel, and then you get the credits. Also, when you reach your escape ship after destroying the last core, the ship is behind a mesh with a sign that says "LY ESCAPE". This was removed for the Western versions.
  • In the US version, when you beat the game, it tells you that the Air Fortress has "recovered its function," and you are then taken to the second loop. After you beat the game a second time, you get a congratulatory message and the credits. (The planet Farmel is not shown at all, as there was not enough room in the smaller US CHR ROM to include its graphics.)

For some reason, in the US version, Hideki Kanazashi's alias "Jumper Kanagushi" has been changed to "Escaper Kanagushi". However, all the other staff names and roles are exactly the same. Also, Presented by HAL Laboratory was changed to Presented by HAL America Inc. for obvious reasons.

First Ending

Japan US
Airfortj-4.png
Airfortj-6.png
Airfortj-7.png
Airfort-5.png

Second Ending

Japan US
Airfortj-4.png
Airfortj2nd-5.png
Airfortj2nd-6.png
Airfortj2nd-7.png
Airfort2nd-4.png
Airfort2nd-5.png
Airfortj2nd-6.png
Airfort2nd-7.png

Passwords

The password system was changed slightly between versions:

  • In the Japanese version, the three passwords GYUW + AGOG + OOON will take you to the first fortress of the second loop and activate "another Air Fortress" mode (the title logo will turn green).
    • In order to enter passwords for the last seven fortresses of this loop, you must first enter the three aforementioned passwords, and then reset the game.
  • The US version simplifies things by removing the "another Air Fortress" mode and giving the first fortress of the second loop a single password, ABE4. The remaining seven passwords are not locked and can be entered at any time.
  • The password for the eighth fortress of the second loop is 7NDE in the Japanese version, and 7NDA in the US version.

Sound and Music

Hmmm...
To do:
Upload sound rips.
  • The music was made quieter and cleaned up a bit in the US version.
JP US/EU
  • The music that plays during the escape scene after destroying a fortress was given a noise track in the US version.
  • The music that plays during the credits is completely different in the US version, and does not loop.
  • The sound that plays after entering an invalid password is completely different between versions.

Bugs

  • In the Japanese version, pressing Start during the intro animation will sometimes cause the stars in the background to overlap the title logo and story text. This was corrected in the US version.
  • A couple of exit tubes in the eighth fortress of the second loop are bugged in the Japanese version, and will either place you inside a wall (with jumbled graphics) or set the wrong scrolling mode, forcing you to reset the game. These were thankfully fixed in the US version.
  • In the Japanese version, the noise channel will occasionally get stuck playing noise during the escape scene that plays after destroying a fortress.

Miscellaneous

  • In the escape scene that plays after destroying a fortress, Hal remains stationary in the middle of the screen in the Japanese version, and moves slowly from the left side of the screen to the right in the US version.
  • The CHR ROM was shrunk from 128 KB to a mere 32 KB for the US version. This was accomplished by removing the graphics for the planet Farmel (as seen in the aforementioned Japanese ending), changing all eight Air Fortresses to use the same two CHR banks, and making better use of free space in several banks.