Hyper Pacman
This is an updated version of Namco's seminal "Pac-Man", featuring forced-perspective 3-D graphics that allow the players to jump over the enemy ghosts; in a similar fashion to Namco's "Pac-Mania", released in 1987. There are secret items and food to be found on each level that increases the player's power and score. The power-ups themselves consist of a shield, helmet lasers, speed and jump shoes. Players will face a boss encounter every ten stages and the game ends after the 30th stage.
Ajouter
Télécharger Hyper Pacman
Contenu de la ROM :
Technique
CPU
- maincpu 68000 (@ 16 Mhz)
- soundcpu Z80 (@ 4 Mhz)
- protection I8052 (@ 16 Mhz)
Chipset
- YM2151 (@ 4 Mhz)
- OKI6295 (@ 0 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 224
- Fréquence 57.5 Hz
Contrôles
- Nombre de joueurs 2
- Nombre de boutons 3
- Type de contrôle joy (8 ways)
Vidéos de Hyper Pacman
Hyper Pac Man - 1 crédit
altair - 2 vue(s)
Pac Man en 3D isométrique. Le challenge n'est pas insurmontable, mais le jeu est sympathique.
Première vie perdue au niveau 25.
Lien klov : http://www.klov.net/game_detail.php?game_id=8167
Chargement en cours
Les clones de Hyper Pacman
Si vous avez aimé Hyper Pacman
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- Jr. Pac-Man (11/9/83)
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Tips sur Hyper Pacman
If you eat only the small dots and not the power dots, you will gain access to a secret stage on each round (with extend, shield, helmet lasers, speed, and jump shoes). If you play with the second player, the ghost will chase you less than the first player and you will be closer to the fixed items on each stage.
Hyper Pacman et M.A.M.E.
0.60 [David Haywood, Stephan Humbert]
WIP:
- 0.138u4: Brian Troha added DIP locations to Hyper Pacman.
- 0.133u1: Renamed (hyperpcb) to (hyperpacb).
- 0.131u1: Made Hyper Pacman run with protection code from decapped MCU rather than simulation [Guru, David Haywood]. Added I8052 (16MHz) CPU3 and 8k AT89C52 MCU rom.
- 24th April 2009: Guru - Dumped the internal FlashROM of the AT89C52 MCU in Hyper Pacman (SemiCom).
- 22nd July 2008: Guru - Hyper Pacman arrived, for decapping the 89C52 MCU.
- 0.75: Changed VSync to 57.5 Hz.
- 0.62: Changed 68000 CPU2 clock speed to 16MHz.
- 0.60: David Haywood added Hyper Pacman (SemiCom 1995) and clone (bootleg). TODO: Make the original work and verify the video hardware. NOTES: According to the "Language" dipswitch, this game is a Korean game. There is no "cocktail mode", nor way to flip the screen.
- 29th April 2002: Nicola Salmoria added sound to Hyper Pacman.
- 28th April 2002: David Haywood sent in a driver for Hyper Pacman, but sounds are not yet emulated. Stephane Humbert fixed the dipswitches and inputs in it.
LEVELS: 30 (hyperpcb)
Other Emulators:
* FB Alpha
* Raine
Romset: 1352 kb / 8 files / 418.5 zip
WIP:
- 0.138u4: Brian Troha added DIP locations to Hyper Pacman.
- 0.133u1: Renamed (hyperpcb) to (hyperpacb).
- 0.131u1: Made Hyper Pacman run with protection code from decapped MCU rather than simulation [Guru, David Haywood]. Added I8052 (16MHz) CPU3 and 8k AT89C52 MCU rom.
- 24th April 2009: Guru - Dumped the internal FlashROM of the AT89C52 MCU in Hyper Pacman (SemiCom).
- 22nd July 2008: Guru - Hyper Pacman arrived, for decapping the 89C52 MCU.
- 0.75: Changed VSync to 57.5 Hz.
- 0.62: Changed 68000 CPU2 clock speed to 16MHz.
- 0.60: David Haywood added Hyper Pacman (SemiCom 1995) and clone (bootleg). TODO: Make the original work and verify the video hardware. NOTES: According to the "Language" dipswitch, this game is a Korean game. There is no "cocktail mode", nor way to flip the screen.
- 29th April 2002: Nicola Salmoria added sound to Hyper Pacman.
- 28th April 2002: David Haywood sent in a driver for Hyper Pacman, but sounds are not yet emulated. Stephane Humbert fixed the dipswitches and inputs in it.
LEVELS: 30 (hyperpcb)
Other Emulators:
* FB Alpha
* Raine
Romset: 1352 kb / 8 files / 418.5 zip