Roc'n Rope (Kosuka)
Roc'n Rope is an incredibly difficult yet playable platform game featuring four different levels. The player takes on the role of a an archaeologist whose mission is to return the missing tail feathers to the golden Phoenix. The archaeologist is armed with a harpoon gun and uses it to fire a rope into a platform above, in order to climb up the rope and progress up the level. This is vaguely similar to the superb 'telescopic arm' feature that appeared in Capcom's superb "Bionic Commando".
All levels are patrolled by enemies in the form of dinosaurs and cavemen and all are deadly to the touch. Some cavemen will pull on the harpoon rope while the archaeologist is climbing it. This will result in the player falling from the rope and losing a life. The archaeologist is armed with a light ray that will kill the enemies.
A breakdown of the game's four levels :
* The first level is possibly the most difficult in the game. Players begin at the bottom left of the screen and must work their way up to the Roc, who is sitting at the upper right of the screen. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To reach the top, players must use the harpoon gun to climb diagonally back and forth until they reach the top (ensuring that the Phoenix feathers have been collected on the way).
* The second level is set underground. There are a lot of dinosaurs on this screen and far fewer platforms than on the first level. Many of the platforms stretch completely across the screen, so there aren't many pitfalls to be wary of. Once again, players must get the archaeologist to the top of the screen to complete the level.
* The third level is set outdoors. A 'ferris wheel' style rotating platform sits in the center of the screen, but this can be avoided if players don't wish to use it. The easiest route to the top is on the right-hand side of the level.
* The fourth and final level is shaped a little like a mountain. The player's main concern here is a large waterfall in the center of the screen. Players must time their harpoon climb just right to avoid being killed by the deadly waters. Once this level is finished, the game starts over with an increased level of difficulty.
All levels are patrolled by enemies in the form of dinosaurs and cavemen and all are deadly to the touch. Some cavemen will pull on the harpoon rope while the archaeologist is climbing it. This will result in the player falling from the rope and losing a life. The archaeologist is armed with a light ray that will kill the enemies.
A breakdown of the game's four levels :
* The first level is possibly the most difficult in the game. Players begin at the bottom left of the screen and must work their way up to the Roc, who is sitting at the upper right of the screen. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To reach the top, players must use the harpoon gun to climb diagonally back and forth until they reach the top (ensuring that the Phoenix feathers have been collected on the way).
* The second level is set underground. There are a lot of dinosaurs on this screen and far fewer platforms than on the first level. Many of the platforms stretch completely across the screen, so there aren't many pitfalls to be wary of. Once again, players must get the archaeologist to the top of the screen to complete the level.
* The third level is set outdoors. A 'ferris wheel' style rotating platform sits in the center of the screen, but this can be avoided if players don't wish to use it. The easiest route to the top is on the right-hand side of the level.
* The fourth and final level is shaped a little like a mountain. The player's main concern here is a large waterfall in the center of the screen. Players must time their harpoon climb just right to avoid being killed by the deadly waters. Once this level is finished, the game starts over with an increased level of difficulty.
Télécharger Roc'n Rope (Kosuka)
Contents of the ROM :
Technical
CPU
- maincpu M6809 (@ 1 Mhz)
- tpsound Z80 (@ 1 Mhz)
Chipset
- Time Pilot Audio
- AY-3-8910A (@ 1 Mhz)
- AY-3-8910A (@ 1 Mhz)
- RC Filter
- RC Filter
- RC Filter
- RC Filter
- RC Filter
- RC Filter
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 2
- Kind of controler joy (4 ways)
Clones of Roc'n Rope (Kosuka)
If you liked Roc'n Rope (Kosuka)
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Tips on Roc'n Rope (Kosuka)
* Learn the angle at which you throw the rope : The rope is thrown at a very shallow angle. The rope ends up hown long distances. Learning this angle is the first step to mastering this game.
* Be careful of heights : If you fall a distance longer than the height of you character, that couns as a miss. Be careful when you fall.
* Use the rope to beat enemies : If you cut the rope when the enemy is hanging from it, you can beat the enemy. Attacking with the rope is extremely fun.
* Keep an eye on enemy movements : Right before the enemy moves up or down or hangs from the rope, the enemy always moves n a certain way. Learn the enemy's behavior and take action quickly.
* Make good use of the power food : Not only do you become invincible when you obtain the power food, but you also speed up! While taking out enemies is a good idea, you may want to consider traveling the level instead.
* Be careful of heights : If you fall a distance longer than the height of you character, that couns as a miss. Be careful when you fall.
* Use the rope to beat enemies : If you cut the rope when the enemy is hanging from it, you can beat the enemy. Attacking with the rope is extremely fun.
* Keep an eye on enemy movements : Right before the enemy moves up or down or hangs from the rope, the enemy always moves n a certain way. Learn the enemy's behavior and take action quickly.
* Make good use of the power food : Not only do you become invincible when you obtain the power food, but you also speed up! While taking out enemies is a good idea, you may want to consider traveling the level instead.
Roc'n Rope (Kosuka) and M.A.M.E.
0.36b10 [Nicola Salmoria]
0.30 [Chris Hardy]
Artwork available
WIP:
- 0.144u7: Kanikani updated Roc'n Rope dipswitches.
- 0.141u4: Tafoid re-added clone Ropeman (bootleg of Roc'n Rope). Changed 'Unknown' to 'Unused' dipswitch.
- 0.140u2: Atari Ace take some driver_device classes of junofrst/pooyan/rallyx/rocnrope/timeplt/tutankhm (common code in audio\timeplt.c) that cover multiple drivers and split them so that each driver gets their own driver_device class. In most cases, these drivers got entangled because of audio/mcu code that was shared between multiple drivers. Added 'Time Pilot Audio' sound.
- 0.135u3: Fabio Priuli added common driver data struct to Roc'n Rope.
- 0.135u2: Fabio Priuli added save state support to Roc'n Rope.
- 0.133u1: Renamed (rocnropk) to (rocnropek).
- 0.131u1: Angelo Salese merged memory maps in Roc'n Rope.
- 0.129u5: XTAL and divisors for Roc'n Rope verified in schematics [Couriersud]. Changed M6809 CPU1 clock speed to 1536000 Hz.
- 0.129: Kevin Eshbach added placeholders for various PALs on the Roc'n Rope systems.
- 0.123u1: Zsolt Vasvari removed color tables from Roc'n Rope. Added RESNET color computations where appropriate. Fixed gfx1/2 rom loading. Changed palettesize to 512 colors.
- 5th November 2006: Mr. Do - Added Roc'n Rope bezel, thanks to Ad_Enuff and Aaron.
- 0.93: Added 6x RC_Filter.
- 0.71u1: Curt Coder converted Roc'n Rope to use tilemaps. Removed 3rd coin slot.
- 0.67: Changed M6809 CPU1 clock speed to 1.6MHz (attract mode depends on this to work correctly).
- 0.36b10: Nicola Salmoria added Roc'n Rope (Konami 1983). Changed 'Roc'n Rope' to clone 'Roc'n Rope (Kosuka)'. Renamed (rocnrope) to (rocnropk). Removed Rope Man (bootleg).
- 17th November 1999: Nicola added another Rock'n Rope romset.
- 0.35b8: Changed Z80 CPU2 clock speed to 1789772 Hz.
- 0.34b1: Added color proms ($0, 20, 120).
- 0.33b7: Changed description to 'Roc'n Rope'.
- 0.31: Paul Swan added accurate colors to Roc'n Rope. Jim Hernandez fixed music tempo and pitch in Roc'n Rope.
- 0.30: Chris Hardy added Rock'n'Rope (Konami 1983) and clone Rope Man. Based on drivers from Juno First emulator by Chris Hardy. Known issues: Colors come from the bootleg version, they might be correct for that version, but they are wrong for the original. The bootleg version crashes when you start a game. This is might be due to a slightly different encryption scheme.
ARCADE RELEASE: Rock'n Rope (Konami) - 1983/Mar
LEVELS: 4
Other Emulators:
* CottAGE
* JEmu2
Romset: 97 kb / 16 files / 47.8 zip
0.30 [Chris Hardy]
Artwork available
WIP:
- 0.144u7: Kanikani updated Roc'n Rope dipswitches.
- 0.141u4: Tafoid re-added clone Ropeman (bootleg of Roc'n Rope). Changed 'Unknown' to 'Unused' dipswitch.
- 0.140u2: Atari Ace take some driver_device classes of junofrst/pooyan/rallyx/rocnrope/timeplt/tutankhm (common code in audio\timeplt.c) that cover multiple drivers and split them so that each driver gets their own driver_device class. In most cases, these drivers got entangled because of audio/mcu code that was shared between multiple drivers. Added 'Time Pilot Audio' sound.
- 0.135u3: Fabio Priuli added common driver data struct to Roc'n Rope.
- 0.135u2: Fabio Priuli added save state support to Roc'n Rope.
- 0.133u1: Renamed (rocnropk) to (rocnropek).
- 0.131u1: Angelo Salese merged memory maps in Roc'n Rope.
- 0.129u5: XTAL and divisors for Roc'n Rope verified in schematics [Couriersud]. Changed M6809 CPU1 clock speed to 1536000 Hz.
- 0.129: Kevin Eshbach added placeholders for various PALs on the Roc'n Rope systems.
- 0.123u1: Zsolt Vasvari removed color tables from Roc'n Rope. Added RESNET color computations where appropriate. Fixed gfx1/2 rom loading. Changed palettesize to 512 colors.
- 5th November 2006: Mr. Do - Added Roc'n Rope bezel, thanks to Ad_Enuff and Aaron.
- 0.93: Added 6x RC_Filter.
- 0.71u1: Curt Coder converted Roc'n Rope to use tilemaps. Removed 3rd coin slot.
- 0.67: Changed M6809 CPU1 clock speed to 1.6MHz (attract mode depends on this to work correctly).
- 0.36b10: Nicola Salmoria added Roc'n Rope (Konami 1983). Changed 'Roc'n Rope' to clone 'Roc'n Rope (Kosuka)'. Renamed (rocnrope) to (rocnropk). Removed Rope Man (bootleg).
- 17th November 1999: Nicola added another Rock'n Rope romset.
- 0.35b8: Changed Z80 CPU2 clock speed to 1789772 Hz.
- 0.34b1: Added color proms ($0, 20, 120).
- 0.33b7: Changed description to 'Roc'n Rope'.
- 0.31: Paul Swan added accurate colors to Roc'n Rope. Jim Hernandez fixed music tempo and pitch in Roc'n Rope.
- 0.30: Chris Hardy added Rock'n'Rope (Konami 1983) and clone Rope Man. Based on drivers from Juno First emulator by Chris Hardy. Known issues: Colors come from the bootleg version, they might be correct for that version, but they are wrong for the original. The bootleg version crashes when you start a game. This is might be due to a slightly different encryption scheme.
ARCADE RELEASE: Rock'n Rope (Konami) - 1983/Mar
LEVELS: 4
Other Emulators:
* CottAGE
* JEmu2
Romset: 97 kb / 16 files / 47.8 zip