Wild Fang

Arcade 1989 Tecmo Platform Fighter Scrolling
Wild Fang is a sideways scrolling beat-em-up for 1 or 2 players with a medieval setting. Players take on a variety of orcs, ogres, demons and other mythical creatures in their bid to destroy Satan, decapitating each enemy they encounter in order to collect their skulls for points and power-ups.

The player's character is an armor wearing beastmaster who sits atop of a fist-fighting giant. Upon the player's command, the player may switch his mount into a tiger and attack with his mace. Within each stage, there are also power-ups that allow the player to morph into a laser breathing dragon for a limited period of time.

The player's life bar is represented by a fire breathing dragon in the upper corner. With each hit the player takes, the fire breath grows smaller. Once the life bar is depleted the player's mount is killed and the player travels on foot and fights with throwing daggers. If hit in this form then the player loses a life. The game is over when all of a players lives are lost.
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Wild Fang

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Technical

CPU
  • maincpu 68000 (@ 9 Mhz)
  • audiocpu Z80 (@ 4 Mhz)
Chipset
  • YM2203 (@ 4 Mhz)
  • YM2203 (@ 4 Mhz)
  • OKI6295 (@ 1 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 59.17 Hz
Controlers
  • Number of players 2
  • Number of buttons 3
  • Kind of controler joy (8 ways)

Wild Fang Screenshots

Wild Fang - Screen 1
Wild Fang - Screen 2
Wild Fang - Screen 3
Wild Fang - Screen 4
Wild Fang - Screen 5

Clones of Wild Fang

Wild Fang and M.A.M.E.

0.64 [Thierry Lescot]
0.34b2 [Nicola Salmoria]

Bugs:
- Original PCB running through an RGB board and into my PC. Smitdogg (ID 03947)

WIP:
- 0.138u4: Stefan Lindberg and The Dumping Union added clone Wild Fang. hap fixed missing screen shaking effect in Wild Fang / Tecmo Knight.
- 17th July 2010: Smitdogg - Stefan Lindberg dumped an alt set of Wild Fang earlier that doesn't have the title screen choice dip switch. I'm not sure what else is different. I attached his pics of the PCBs. When I was testing the Tecmo Knight PCB we recently got for decapping, I noticed there was an effect that shook the entire screen during some jump landings and parts where enemies break through walls. The effect was missing from MAME but thanks to hap it's going to be in .138u4 so be sure to try out Tecmo Knight / Wild Fang in the next release to check out this effect.
- 15th July 2010: Smitdogg - We got Tecmo Knight for decapping.
- 0.133u1: Changed VSync to 59.17 Hz.
- 0.71: Changed MSM6295 clock speed to 7575 Hz and palettesize to 4096 colors.
- 0.66: Changed M68000 CPU1 clock speed to 9216000 Hz.
- 0.64: Changed clone 'Wild Fang' to parent 'Wild Fang / Tecmo Knight'.
- 0.37b2: Changed OKI6295 clock speed to 7576 Hz.
- 10th February 1999: Phil Stroffolino has worked a little bit more on the tilemap code, and Ninja Gaiden now draws all sprite sizes correctly (helps also with later sections of Tecmo Knight).
- 0.35b1: Thierry Lescot added clone Wild Fang.
- 0.34b2: Nicola added Tecmo Knight (Tecmo 1989). Known issues: There might be some misbehaviours caused by imperfect emulation of the protection. Some gfx glitches caused by missing support of 8x8 sprites.
- 15th June 1998: Dumped Tecmo Knight.

LEVELS: 5

Other Emulators:
* FB Alpha
* Raine

Romset: 2560 kb / 12 files / 1.02 zip
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