Up'n Down (315-5030)
Up'n Down is an abstract racing game viewed in a forced third-person perspective.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
Télécharger Up'n Down (315-5030)
Contents of the ROM :
Technical
CPU
- maincpu Z80 (@ 20 Mhz)
- soundcpu Z80 (@ 4 Mhz)
Chipset
- SN76489A (@ 2 Mhz)
- SN76489A (@ 4 Mhz)
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60.096154 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (8 ways)
Clones of Up'n Down (315-5030)
If you liked Up'n Down (315-5030)
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Scoring for Up'n Down (315-5030)
Jumping on a truck : 1000 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
Tips on Up'n Down (315-5030)
* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
Up'n Down (315-5030) and M.A.M.E.
0.53 [?]
0.33b1 [Thierry Lescot]
Artwork available
WIP:
- 9th July 2008: Mr. Do - Found a better picture of an Up 'n' Down bezel from Bobby Tribble, and cleaned it up a bit, too.
- 0.115u4: Replaced SN76496 sound with SN76489.
- 0.113u3: Changed description to 'Up'n Down (315-5030)'.
- 24th December 2006: Mr. Do - Thanks to a scan by Anoid for one, and to the loan by Vintage Arcade Superstore for the other, we have both of the generic Bally/Midway bezels for Up'n Down (sharply vectored by Zorg).
- 26th August 2006: Mr. Do - Added Up 'n' Down bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.53: Added Up'n Down (Sega 1983) (encrypted). Renamed (upndown) to (upndownu).
- 0.33b4: Nicola Salmoria added accurate colors to Up'n Down.
- 0.33b3: Dani Portillo added high score saving to Up'n Down.
- 0.33b1: Thierry Lescot added Up'n Down (Sega 1983), preliminary. The System 8 driver needs to support rotation and input ports have to be fixed.
- 9th February 1998: Dumped Up'n Down (not encrypted).
LEVELS: 5 (endless)
Other Emulators:
* FB Alpha
Romset: 137 kb / 16 files / 59.3 zip
0.33b1 [Thierry Lescot]
Artwork available
WIP:
- 9th July 2008: Mr. Do - Found a better picture of an Up 'n' Down bezel from Bobby Tribble, and cleaned it up a bit, too.
- 0.115u4: Replaced SN76496 sound with SN76489.
- 0.113u3: Changed description to 'Up'n Down (315-5030)'.
- 24th December 2006: Mr. Do - Thanks to a scan by Anoid for one, and to the loan by Vintage Arcade Superstore for the other, we have both of the generic Bally/Midway bezels for Up'n Down (sharply vectored by Zorg).
- 26th August 2006: Mr. Do - Added Up 'n' Down bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.53: Added Up'n Down (Sega 1983) (encrypted). Renamed (upndown) to (upndownu).
- 0.33b4: Nicola Salmoria added accurate colors to Up'n Down.
- 0.33b3: Dani Portillo added high score saving to Up'n Down.
- 0.33b1: Thierry Lescot added Up'n Down (Sega 1983), preliminary. The System 8 driver needs to support rotation and input ports have to be fixed.
- 9th February 1998: Dumped Up'n Down (not encrypted).
LEVELS: 5 (endless)
Other Emulators:
* FB Alpha
Romset: 137 kb / 16 files / 59.3 zip