Zoo Keeper (set 2)

Arcade 1982 Taito America Corporation Platform Run Jump
Zoo Keeper is a superb, fast-paced arcade game in which the player takes control of Zeke the zoo-keeper. Many of the animals at Zeke's zoo are running wild and have captured Zeke's girlfriend, Zelda. Zeke must recapture as many animals as possible and rescue his sweetheart from the animals' clutches.

Zoo Keeper features two different, alternating play fields, with each level having its own task to complete; as well as a final 'bonus screen'. The three levels are as follows :

On the first play field, players must move Zeke around the outside of an animal enclosure, constantly re-building the enclosure wall that the animals are set on destroying. Any wild animals that are loose must be jumped over or the player will lose a life. The level's timer is represented as a fizzing fuse, and along this fuse are a number of bonus items such as beer or a net for catching escaped animals. When the timer's fuse reaches an item, it will appear on screen and can be picked up. Once the timer makes it to the word 'End', the current level is completed and play moves on to the next level. The bonus items that occasionally appear include mugs of beer, ice cream sundaes, clover clubs, watermelons, etc.

If Zeke manages to pick up a net, he will be able to capture the animals and put them back into the Zoo. The net will eventually disappear and the captured animals will try to escape once more by breaking through the enclosure wall. Zeke will have to continue building the wall around the Zoo until the time is up. At the end of the level, bonus points are awarded for every animal inside the wall. Animals found on this level are snakes, moose, camels, rhinos, elephants and a lion.

On the second, more difficult play field, Zelda is tied to a palm tree and Zeke must rescue her by jumping to the top of the screen via a series of moving platforms; dodging the coconuts thrown by a mischievous monkey. On each of the platforms, various foods and drinks can collected to earn extra points. Sometimes, one of the ledges will have a 'Free Game' sign that will grant the player a free credit. While Zelda is tied up, she says 'save me', and whenever Zeke gets knocked out by one of the deadly coconuts, she says 'Oh, no!' If Zeke makes it all the way to the top and rescues her, she says 'My Hero' and a bonus of 5000 points is awarded.

The first and second screens are alternated before the player finally reaches the third and final 'bonus screen'. Here, Zeke must jump over the herds of charging animals that are running from a cage at the foot of an escalator. Zeke must reach the escalator behind the animals' cage and make his way up to the next floor, where a second escalator
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Technique

CPU
  • maincpu M6809 (@ 1 Mhz)
  • videocpu M6809 (@ 1 Mhz)
  • audiocpu M6802 (@ 3 Mhz)
  • mcu M68705 (@ 4 Mhz)
Chipset
  • DISCRETE
Affichage
  • Orientation Yoko
  • Résolution 255 x 255
  • Fréquence 55.83847 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 1
  • Type de contrôle joy (4 ways)

Screenshots de Zoo Keeper (set 2)

Zoo Keeper (set 2) - Screen 1
Zoo Keeper (set 2) - Screen 2
Zoo Keeper (set 2) - Screen 3
Zoo Keeper (set 2) - Screen 4
Zoo Keeper (set 2) - Screen 5

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Scoring de Zoo Keeper (set 2)

As time progresses, you can pick up items that will give you points. Among one of the items is a white mallet. When you get the mallet the background will turn blue for about seven seconds. Any animal you come in contact with will return to the cage. In round one, for example, where you have to tend to five elephants, the first three items are mugs of root beer, worth 120, 250, and 500 points; the white mallet, the last item, scores 1000 points. When time runs out, the stage is completed, and points are scored for every animal that is still inside the wall. The six animals, in order of ferocity :
Elephant : 250 points.
Snake : 500 points.
Camel : 1000 points.
Rhinoceros : 2000 points.
Moose : 4000 points.
Lion : 30000-60000 points.

When not tending to the wall, you can jump over the animals to score points :
One animal : 100 points.
Two animals : 500 points.
Three animals : 2000 points.
Four animals : 6000 points.
Five animals : 15000 points.
Six animals : 30000 points.
Seven animals : 60000 points.
Eight animals : 120000 points.
Nine animals : 250000 points.
Ten animals : 500000 points.
Eleven animals : 1000000 points.

Tips sur Zoo Keeper (set 2)

* Zoo Keeper contains a little-known free game feature. You can go into option and set the 'Free Game Rate' to 99 to make it appear more frequently. If it's set to 0, it won't come out at all. The Zoo Keeper Flyer actually has a note saying that the free game feature maybe prohibited in some states! - The free game icon pops up on one of the platforms on the 3rd screen (coconuts). It comes out like one of the bonuses, but instead it says 'Free Game' in a little box. When it appears, it has it's own little tune too (and it usually pops up opposite of where you are, so if you are at the bottom of the screen, it will come out at the top).

* Use A Benefit Free Try : Start the game, build the first wall of bricks a bit without jumping and immediately crash into an animal. If you have never jumped before, you won't lose a life. The game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning. Best of all, you get to keep the wall of bricks that you built a bit. Of course, this being the first level, chances are you don't exactly need the extra help - but hey.

* An Obscure Trick : On the coconut boards, when you jump onto the top ledge, you get some points. Jump off the ledge then onto it again; you'll get twice as many points. And again, for four times as many. The bonus keeps doubling until 300K per land. The best board to try this on is the board where the ledges are invisible. It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error.

Zoo Keeper (set 2) et M.A.M.E.

0.29 [John Butler, Ed. Mueller]

Artwork available

SETUP and TEST MODE:
- The first time you run the game, it will ask the location. You can change the name using F5/F6 and F2, then F1 to proceed through all the configuration screens, or just reset (F3).
- Keep F2 pressed to enter test mode, then F1 to advance to the next test.
- There are no dipswitches, press F1 to enter the service mode, then F1=Next screen, F2=Next line, F5=Up and F6=Down.

WIP:
- 0.122u6: Changed M68705 CPU4 clock speed to 4MHz.
- 0.115u2: Changed VSync to 76.293945Hz.
- 10th December 2006: Mr. Do - We have Zoo Keeper bezel, cleaned up by Ad_Enuff.
- 0.37b16: Changed M6802 CPU3 clock speed to 921600 Hz, M68705 MCU to 1MHz and palettesize to 1024 colors.
- 0.35b4: Fixed cpu1 rom ($8000).
- 28th February 1999: Nicola fixed Zoo Keepers from crashing on the first bonus life stage.
- 0.35b6: Replaced M6803 CPU3 with M6802 and M6805 CPU4 with M68705.
- 0.35b4: Added new maincpu ($8000).
- 0.35b3: Nicola Salmoria added clone Zoo Keeper (set 2) and properly emulated the 68705 protection in Zoo Keeper. Added M6805 (2MHz) CPU4 and 3rd coin slot. Changed description of clone 'Zoo Keeper (set 2)' to '(set 3)'. Renamed (zookeepa) to (zookeep3). Known issues: Every time you start the emulation, you get a free credit. This is due to the 68705 based protection.
- 0.33b7: Nicola Salmoria added clone Zoo Keeper (set 2). Changed parent description to 'Zoo Keeper (set 1)'.
- 0.31: John Butler merged the Qix and Zookeeper drivers, they now also support rotation.
- 0.30: Changed description to 'Zoo Keeper'.
- 0.29: John Butler added Zookeeper (Taito 1982). Early attempt at a Zookeeper driver, based on the Qix one, which unfortunately doesn't work yet [John Butler, Ed Mueller]. ZooKeeper uses the same hardware as Qix (two 6809 CPUs). One CPU for data and sound and the other for video. Communication between the two CPUs is done using a 4K RAM space at $0000 which both CPUs have direct access. FIRQs (fast interrupts) are generated by each CPU to interrupt the other at specific times. The coin door switches and player controls are connected to the CPUs by Mototola 6821 PIAs. These devices are memory mapped as shown below. The screen is 256x256 with eight bit pixels (64K). The screen is divided into two halves each half mapped by the video CPU at $0000-$7FFF. The high order bit of the address latch at $9402 specifies which half of the screen is being accessed. Timing is critical in the hardware. The data CPU must have an interrupt signal generated externally at the right frequency to make the game play correctly. The address latch works as follows. When the video CPU accesses $9400, the screen address is computed by using the values at $9402 (high byte) and $9403 (low byte) to get a value between $0000-$FFFF. The value at that location is either returned or written. The scan line at $9800 on the video CPU records where the scan line is on the display (0-255). Several places in the ROM code wait until the scan line reaches zero before continuing.
- 26th April 1993: Dumped Zoo Keeper (set 1).

Other Emulators:
* HiVE

Romset: 78 kb / 20 files / 43.0 zip
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