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Gyruss - Atari 2600

Game description:

Sorry, no English description yet.

Joystick control:


Player 1: Player 2:
joystick ↑↓←→ TGFH
trigger Spacebar A
Pause Alt+P Alt+P
Save F8 F8
black-white / color mode:  F2
paddle / joystick mode: Alt+L


This Atari game is emulated by JavaScript only. If you prefere to use Java applet e­mu­la­tor, please fol­low this link.

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Average game rating: 60% Voted: 15x Played: 1979x
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Other platforms:

This game can be played also in a version for NES. We are wor­king on the others.

Game info:
Gyruss - box cover
box cover
Game title: Gyruss
Console: Atari 2600
Author (released): Konami (1983)
Genre: Action, Shooter Mode: Multiplayer
Design: Yoshiki Okamoto, Hideki Ooyama
Music: Mashahiro Inoue, Johann Sebastian Bach
Game manual: manual.pdf

File size:

1796 kB
Download: Gyruss.a26

Game size:

8 kB
Recommended emulator: Stella

From Wikipedia, the free encyclopedia:

   Gyruss is a shoot 'em up video arcade game developed by Konami, and released in 1983. It was designed by Yoshiki Okamoto, who had earlier created Time Pilot for Konami. Gyruss was licensed to Centuri in the United States, and was ported to numerous games consoles and home computers. It follows in the tradition of space war games such as Space Invaders and Galaga.
   Gyruss was the second and last game Yoshiki Okamoto designed for Konami, after Time Pilot. Due to pay disputes, he was fired after the release of this game, and soon joined Capcom, where he would write 1942 and the first Street Fighter game.
   The game's background music is an electronic, fast-paced arrangement of J. S. Bach's Toccata and Fugue in D minor, BWV 565; this particular arrangement is similar in sound to 'Toccata', a rock arrangement by the UK-based instrumentalist group Sky. Gyruss is notable for using stereo sound, which according to the bonus material for Konami Arcade Classics, was achieved by utilizing discrete audio circuits.
   The gameplay is very similar to that of Galaga but with an added twist: the game is presented in a forced 3D perspective, with the player's ship facing 'into' the screen and able to move around the perimeter of an implicit circle – essentially, Gyruss was Galaga mapped onto a Tempest-like cylinder. This gameplay style is called a tube shooter, and Gyruss is one of the very few examples that exist. The familiar scrolling starfield of earlier space shooter games was arranged to fit the 3D perspective, with the stars coming into view at the centre of the screen and flying outward, giving the impression of the player's ship moving very fast through space.
   The majority of enemies are other spaceships, all of which must be destroyed before a level is completed. They appear either from the centre of the screen or from one of the edges, and move in swirling patterns. They can shoot the player's ship or destroy it by contact. They hover near the centre of the screen after completing their deployment pattern, and occasionally fly outwards and shoot at the player. If they are not destroyed by the player, the enemy ships gradually fly away one by one.
   There are also several other types of enemies: satellites, asteroids, and laser beam generators. These appear intermittently and soon disappear of their own accord if not destroyed by the player.
   Satellites materialise in a group of three just in front of the player after the ordinary enemy ships have finished deployment. They gyrate in small circles and shoot at the player. If the player has the basic weapon when the satellites appear the middle one will be a sun-like object – if destroyed, the player's ship gets a better weapon. There is only one upgrade possible and if the better weapon has already been gained then all satellites are identical. This is not always easy, as the satellites' shots do not need to travel far to hit the player's ship, and the player only has a few seconds to destroy them before they fly away.
   Asteroids fly straight outwards from the centre of the screen at regular intervals. They always fly just to the left or right of the player's ship, so unless the ship moves it will never be hit by an asteroid. They cannot be destroyed but a small points bonus is given for shooting at them.
   Laser beam generators occasionally fly straight outwards from the centre of the screen. They consist of two generator segments with a laser beam between them; destroying either generator deactivates the beam. The player's ship is destroyed by contact with either the generators or the beam.
   The player begins the game '2 WARPS TO NEPTUNE'. After completing each level, the player is one warp closer to a planet. Each time a planet is reached, the player's ship is seen flying towards it and then a short bonus round is played, where the player can shoot enemy ships for bonus points without worrying about being destroyed by them. After reaching Neptune, the player is then three warps from Uranus, and progresses through Saturn, Jupiter, Mars, and finally Earth, taking three warps to reach each planet. Stage one and every 10th stage thereafter the enemies do not fire on the player when entering the screen.
   After completing Earth's bonus stage, the player must travel through the very fast '3 WARPS TO NEPTUNE' level before returning to the start of the game.

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