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Game Details

Check Man

Arcade Video game published 38 years ago:

Check Man © 1982 Zilec-Zenitone.

Main CPU: Zilog Z80 (@ 3.072 Mhz), Zilog Z80 (@ 1.62 Mhz)
Sound Chips: General Instrument AY8910 (@ 1.78975 Mhz), Tone generator and discrete circuits

Screen orientation: Vertical
Video resolution: 224 x 256 pixels
Screen refresh: 60.61 Hz
Palette Colors: 98

Players: 2
Control: 8-way joystick
Buttons: 2

Commercial remakes on home computer: Danger UXB by Micropower on the BBC Micro/Acorn Electron.

Released by JALECO in Japan.

Clearing a square by walking over it: 10 points.
Collecting flags: 500, 1,000, 1,500, 2,000 points etc.
Defusing a bomb with 50-60 seconds remaining: 3,000 points.
Defusing a bomb with 40-49 seconds remaining: 2,500 points.
Defusing a bomb with 30-39 seconds remaining: 2,000 points.
Defusing a bomb with 20-29 seconds remaining: 1,500 points.
Defusing a bomb with 10-19 seconds remaining: 1,000 points.
Defusing a bomb with 1-9 seconds remaining: 500 points.


  • Collect all of the flags on the early levels as there is no great threat from the boots.
  • Scroll bombs to the opposite edge of the screen so you can easily collect them and move back to your starting side.
  • At the start of each level you get a few seconds where the boots can not move. Make use of this time to get to the first bomb.
  • If two bombs are ticking down, get the closest one first unless the other is much closer to exploding.
  • Move the floor away from boots to trap them.
  • If you trap a boot on a single square, you can move the square away from underneath it, trapping it on empty space.

Designed and programmed by: Peter Hughes, Duncan Shortland, Malcolm Mailer
Music by: Robin Cartwright



Commodore C64 (1983, "Grid Trap")

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Check Man


Played 98 times

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