10-Yard Fight '85 (US, Taito license)

Arcade 1985 Irem (Taito license) Sports Football Amer.
10-Yard Fight is an American football game. Each level starts on the kick-off with the player carrying the ball as far up the field as possible before being tackled. Then, as the quarterback, you can either run or pass the ball to a receiver. An intercepted pass earns a penalty of 20 yards. Running out of bounds stops the clock. Extra points after touchdowns can either be kicked or run into the end zone.
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10-Yard Fight '85 (US, Taito license)

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Technical

CPU
  • maincpu Z80 (@ 3 Mhz)
  • iremsound M6803 (@ 3 Mhz)
Chipset
  • Irem Audio
  • AY-3-8910A (@ 0 Mhz)
  • AY-3-8910A (@ 0 Mhz)
  • MSM5205 (@ 0 Mhz)
  • MSM5205 (@ 0 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 56.737589 Hz
Controlers
  • Number of players 2
  • Number of buttons 2
  • Kind of controler joy (8 ways)

10-Yard Fight '85 (US, Taito license) Screenshots

10-Yard Fight '85 (US, Taito license) - Screen 1
10-Yard Fight '85 (US, Taito license) - Screen 2
10-Yard Fight '85 (US, Taito license) - Screen 3
10-Yard Fight '85 (US, Taito license) - Screen 4
10-Yard Fight '85 (US, Taito license) - Screen 5

Clones of 10-Yard Fight '85 (US, Taito license)

Scoring for 10-Yard Fight '85 (US, Taito license)

Each second you have the ball : 50 points
A completed forward pass : 1000 points

Points for first downs :
On 1st : 1000 points
On 2nd : 500 points
On 3rd : 300 points
On 4th : 100 points

A successful extra point kick : 1000 points
A successful extra point run : 3000 points
Return a kickoff for a touchdown : 20000 points!

Points for scoring a touchdown :
Against HS : 5000 points
Against College : 6000 points
Against Pro : 7000 points
Against Super : 8000 points

Tips on 10-Yard Fight '85 (US, Taito license)

* Don't pass if the line of the pass will take the ball anywhere near a free-running defender.

* At the kickoff, you should aim to get to at least the opponents' 40 yard line, if not further. Use your rear defenders on the run up the field!

* When making a play, look carefully at the your opponent's deployment. Are they all over the right hand side? Then wait till your runner is over the left, get the ball back to the quarterback and pass straight to the running back. Then leg it straight up the left hand side. When doing this, on either side, keep as close to the edge of the pitch as possible. If you're going to get tackled, quickly dodge off the field to end the play.

* You can also send the running back up the field, and run around with the quarterback until there's a pass available. In the arcade, I used to send the running back way up the right to the very top of the screen, and then run back and left with the quarterback as quickly as possible, doing a huge cross-field throw at the last second. The opponents would get sort of 'caught in the scroll' as the ball went diagonally across and most times the running back would be away with no one anywhere near him.

* You can also run the quarterback straight through the pack - this is only sensible when you're at the 5 yard line or so.

* Down the ball as soon as you make 10 yards if you have any time left. This is because you can make 10 yards in 15 seconds and get 10 seconds back for a net loss of 5 seconds. It takes 30 seconds to make 20 yards and doing it in 1 play will get a net loss of 20 seconds (30 - 10), but doing it in 2 will only lose 10 seconds because you get 2 10 second bonuses (30 - 10 - 10). Once the clock runs out in mid-play just go as far as you can and hope it's enough to get more time.

* Learn the defense formations. Once you find the correct pass route for a particular formation it will work consistently.

* If you see a hard formation and you are short on time, your best move may be throwing an interception and hoping for an easier formation. This works best when you have 7 to 10 seconds left and don't think you can make ten yards or get downed before time runs out. Don't try it with less than 7 seconds though. 6 :xx probably won't be enough time.

* Run to the right during 'first contact' after the kickoff. There is an extra computer guy waiting on the left side. The best way to use the top blockers is to let the middle blocker connect, move straight right until the top right blocker connects, then head up again.

* You can do a forward pass after a lateral. This will cut through a few formations that are hard passing from the quarterback position. If you time it well a diagonal pass left (right running back to a left receiver) can miss an active middle defender.

* If you run the ball, use the receiver to block for you. The game doesn't have 'pass interference' calls so you have to be careful not to do this by accident.

10-Yard Fight '85 (US, Taito license) and M.A.M.E.

0.108u5 [Brian Troha]
0.27 [Lee Taylor, John Clegg]

Artwork available

Bugs:
- 10yard and clones: Flip Screen/Cocktail Mode offset. Tafoid (ID 04796)
- Deep touchdown passes cause the text graphics to go haywire. erik_t (ID 03085)
- [possible] Glitchy countdown display on initials registry. Tafoid (ID 00459)

WIP:
- 0.137u3: Kevin Eshbach, Smitdogg and The Dumping Union added clone '10-Yard Fight '85 (US, Taito license)'. Ranger_Lennier, W. Belk, Smitdogg and The Dumping Union added clone 'Vs 10-Yard Fight (US, Taito license)'. Changed parent description to '10-Yard Fight (World, set 1)'.
- 16th April 2010: Smitdogg - The regular / non VS. version arrived today. The prom which was mentioned before as different is also different in this one. I'm pretty sure LN was correct in his assumption that the proms in MAME were taken from a bootleg. The graphics again are a little screwy since this prom needs a different hookup but here is a pic.
- 14th April 2010: Smitdogg - We got both versions of 10-Yard Fight '85 (1 player version and VS.). The VS. version just arrived and the 1 player version should arrive in a few days. These use a different prom than the sets in MAME so the graphics are a little screwy at the moment.
- 10th April 2010: Smitdogg - Guru dumped what looks to be the original world release of 10-Yard Fight, where the version currently in MAME is Rev.B.
- 0.135u1: Fabio Priuli added driver data struct and save state support to 10-Yard Fight.
- 0.133u1: Improved Irem sound [Couriersud]: Revisited schematics. Found 10-Yard schematics as well. Corrected a bug, some discrete values and added two RC nodes from schematics. Renamed (vs10yarj) to (vs10yardj).
- 27th December 2008: Mr. Do - Kiltron knocked a few bezels out this month including 10-Yard Fight, which were on loan from Gene at Vintage Arcade.
- 16th November 2008: Guru - I recently picked up a pile of junk for spares and repairs from a local friend. It turned out there was quite a bit of interesting stuff in this lot. As far as I can make out, I got 10 Yard Fight (Irem).
- 0.127u4: Aaron Giles fixed missing sound in 10-Yard Fight.
- 0.125u3: Aaron Giles fixed conditional coinage dip not visible/working for coin mode 1.
- 0.123u2: Stephane Humbert fixed dipswitches (especially coinage) and inputs for '10yard' (and its clones). Added 'Coinage' dipswitch.
- 0.123: Aaron Giles fixed missing sound in 10-Yard Fight.
- 0.122u8: Aaron Giles updated 10-Yard to use resnet for colors. Proper video timing. RansAckeR improved dipswitches according to manuals in 10-Yard Fight. Changed Z80 CPU1 clock speed to 3072000 Hz, visible area to 256x224 and VSync to 56.737589 Hz.
- 0.122u7: Changed M6803 CPU2 clock speed to 3579545 Hz.
- 0.108u5: Brian Troha added 10-Yard Fight (World). Renamed (yard) to (10yardj), (vsyard) to (vs10yard) and (vsyard2) to (vs10yarj).
- 0.99u10: Curt Coder added conditional dipswitches to 10-Yard Fight driver. Added 'Coin A' and 'Coin B' dipswitches.
- 0.93u1: 10 Yard Fight driver update [Curt Coder]: Converted to use tilemaps. Cleaned up driver. Conditional coinage doesn't work due to PORT_DIPCONDITION limitations. Fixed rom names slightly. Changed names to match title screen and flyer. Changed description to '10-Yard Fight (Japan)' and clone '10 Yard Fight (Vs. version World, 11/05/84)' to 'Vs 10-Yard Fight (World, 11/05/84)' and '10 Yard Fight (Vs. version Japan, set 2)' to 'Vs 10-Yard Fight (Japan)'. Added dipswitches 'Allow Continue', 'Defensive Man Pause', 'Coinage' and 'Level Select'.
- 0.67: Changed description to '10 Yard Fight (Japan)' and clones '(Vs. version 11/05/84)' to '(Vs. version World, 11/05/84)' and '(Vs. version, set 2)' to '(Vs. version Japan, set 2)'.
- 0.37b6: Changed M6803 CPU2 and 2x AY-8910 clock speeds to 894886 Hz.
- 0.35b11: Changed M6803 CPU2 clock speed to 1.5MHz.
- 0.35b10: Changed M6803 CPU2 clock speed to 6MHz.
- 0.35b3: Zsolt Vasvari added clone 10 Yard Fight (Vs. version 11/05/84). Changed description of clone '10 Yard Fight (Vs. version)' to '10 Yard Fight (Vs. version, set 2)'.
- 0.34b2: Fixed proms loading.
- 0.34b1: Added color proms ($0, 100, 200, 220, 320, 420 - chars low/high 4 bits, sprites palette, sprites lookup table, radar palette low and high 4 bits).
- 0.30: Mirko Buffoni added clone 10 Yard Fight (Vs. version) (Irem 1984). Vs. mode runs only in cocktail mode (second player controls inverted). That's probably how the game is designed. Known issues: Vs. mode runs only in cocktail mode (second player controls inverted). That's probably how the game is designed.
- 0.29: Some fixes to 10 Yard Fight [John Butler]. Aaron Giles improved sound in 10 Yard Fight. Accurate colors in 10 Yard Fight [Tim Lindquist, Nicola Salmoria].
- 0.27: Lee Taylor and John Clegg provided a preliminary driver for 10 Yard Fight (Irem 1983). Control: Arrows = Move around, CTRL = Throw and F2 = Pass. Know problems: Sprites are not 100% perfect. Colours are all wrong (currently using Kung-FU-Master prom). No Sound, We need a 6803 emulator in MAME to do the sound. Best guess at format of bitmapped right hand side pannel.

LEVELS: 4

Romset: 130 kb / 22 files / 60.2 zip
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