Bump 'n' Jump
An overhead driving game where you jump or bump enemy cars for points.
Télécharger Bump 'n' Jump
Contents of the ROM :
Technical
CPU
- maincpu DECO C10707 (@ 0 Mhz)
- audiocpu M6502 (@ 0 Mhz)
Chipset
- AY-3-8910A (@ 1 Mhz)
- AY-3-8910A (@ 1 Mhz)
- DISCRETE
Display
- Orientation Tate
- Resolution 255 x 240
- Frequency 57.444853 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (8 ways)
Clones of Bump 'n' Jump
If you liked Bump 'n' Jump
You might Like:
- Break Thru (US)
- Burnin' Rubber (DECO Cassette, set 1)
- Chase Bombers
- City Bomber (World)
- Gekisou (Japan)
- Hot Chase
- Hyper Crash (version D)
- Joyful Road (Japan)
- Last Duel (US New Ver.)
- Lethal Crash Race (set 1)
- Mad Crasher
- Mad Gear (US)
- Maze of Flott (Japan)
- Night Stocker (10/6/86)
- Night Striker (World)
- Road Blasters (upright, rev 4)
- S.T.U.N. Runner (rev 6)
- Speed Racer
- Street Heat
- The Battle-Road
- The Speed Rumbler (set 1)
Scoring for Bump 'n' Jump
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50000 points for destroying no cars.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50000 points for destroying no cars.
Tips on Bump 'n' Jump
* Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
Bump 'n' Jump and M.A.M.E.
0.35 [Kevin Brisley]
0.30 [Kevin Brisley]
Artwork available
TEST MODE:
- In test mode, press 5 to advance through the various tests. Burnin' Rubber and Car Action: The service ROM is missing for this one so service mode doesn't work.
WIP:
- 6th September 2010: Mr. Do - Bump 'n' Jump bezel is done, thanks to Kiltron. This was one of my favorite games to play at Eddie's Liquor, back when I was twelve.
- 0.138: Machone fixed incorrect screen resolution for Burnin' Rubber and clones Bump 'n' Jump and Car Action to 240x256.
- 0.129u5: Couriersud fixed low pass filtering on engine and explosion sounds in Burnin' Rubber.
- 0.126u2: Fabio Priuli added DIP locations to clone Bump 'n' Jump.
- 0.112u1: Canim fixed visible area to 240x256 in Bump 'n' Jump according to the arcade picture.
- 26th August 2006: Mr. Do - Added Burning Rubber bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.106u3: Added plds ($0, 30 - pal10l8.10k, pal16r4a.2d) to clone Car Action.
- 0.105u3: Added missing proms ($0, 20 - palette, RAS/CAS logic) to clone Car Action.
- 20th April 2006: f205v dumped 2x plds from Car Action.
- 25th December 1999: Zsolt Vasvari fixed clone Bump'n'Jump priority problems.
- 0.35: Changed 'Burnin' Rubber' to parent set.
- 0.33b7: Known issues: The continue clock counts too fast.
- 0.33b1: Changed description to 'Bump 'n' Jump'.
- 0.31: Ivan Mackintosh added clone Car Action (bootleg 1983).
- 0.30: Kevin Brisley added Bump 'n Jump (Data East 1982) and Burnin' Rubber. Known issues: The continue timer runs too fast, this is related to the VBlank input bit timing.
- 1st December 1997: Dumped Burnin' Rubber.
LEVELS: 5 (endless)
Romset: 52 kb / 8 files / 22.1 zip
0.30 [Kevin Brisley]
Artwork available
TEST MODE:
- In test mode, press 5 to advance through the various tests. Burnin' Rubber and Car Action: The service ROM is missing for this one so service mode doesn't work.
WIP:
- 6th September 2010: Mr. Do - Bump 'n' Jump bezel is done, thanks to Kiltron. This was one of my favorite games to play at Eddie's Liquor, back when I was twelve.
- 0.138: Machone fixed incorrect screen resolution for Burnin' Rubber and clones Bump 'n' Jump and Car Action to 240x256.
- 0.129u5: Couriersud fixed low pass filtering on engine and explosion sounds in Burnin' Rubber.
- 0.126u2: Fabio Priuli added DIP locations to clone Bump 'n' Jump.
- 0.112u1: Canim fixed visible area to 240x256 in Bump 'n' Jump according to the arcade picture.
- 26th August 2006: Mr. Do - Added Burning Rubber bezel from MAME.net and Mean Arena. Some of these decent stuff are so-so; some are REALLY good.
- 0.106u3: Added plds ($0, 30 - pal10l8.10k, pal16r4a.2d) to clone Car Action.
- 0.105u3: Added missing proms ($0, 20 - palette, RAS/CAS logic) to clone Car Action.
- 20th April 2006: f205v dumped 2x plds from Car Action.
- 25th December 1999: Zsolt Vasvari fixed clone Bump'n'Jump priority problems.
- 0.35: Changed 'Burnin' Rubber' to parent set.
- 0.33b7: Known issues: The continue clock counts too fast.
- 0.33b1: Changed description to 'Bump 'n' Jump'.
- 0.31: Ivan Mackintosh added clone Car Action (bootleg 1983).
- 0.30: Kevin Brisley added Bump 'n Jump (Data East 1982) and Burnin' Rubber. Known issues: The continue timer runs too fast, this is related to the VBlank input bit timing.
- 1st December 1997: Dumped Burnin' Rubber.
LEVELS: 5 (endless)
Romset: 52 kb / 8 files / 22.1 zip