Sea Wolf II

Arcade 1978 Dave Nutting Associates / Midway Shooter Gallery
The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).
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Sea Wolf II

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Contenu de la ROM :

Technique

CPU
  • maincpu Z80 (@ 1 Mhz)
Affichage
  • Orientation Yoko
  • Résolution 255 x 240
  • Fréquence 60.054442 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 1
  • Type de contrôle positional

Screenshots de Sea Wolf II

Sea Wolf II - Screen 1
Sea Wolf II - Screen 2
Sea Wolf II - Screen 3
Sea Wolf II - Screen 4
Sea Wolf II - Screen 5

Sea Wolf II et M.A.M.E.

0.26 [Mike Coates]

Artwork available
Samples required (Seawolf)

SERVICE MODE:
- The service mode dipswitch turns on memory test. Reset with 2 pressed to get to an input check screen, reset with 1+2 pressed to get to a convergence test screen.

WIP:
- 0.147u2: hap added Seawolf II internal artwork. Changed description to 'Sea Wolf II'.
- 31st October 2011: Mr. Do - Grab the file for Seawolf II. I took the uncropped artwork from the "other" page and stuck them in there, for reference.
- 0.123u6: Changed description to 'Seawolf II'.
- 0.123u3: RansAckeR added DIP locations and improved dipwitches in Sea Wolf II.
- 0.116: Aaron Giles fixed crosshairs in Seawolf II.
- 27th May 2007: Mr. Do - Thanks to Aaron's recently finished Astrocade rewrite, Sea Wolf II artwork is now a reality, complete with lamps. Thanks to Jcroach for vectoring the periscope piece, and Mark B. from Surfside Music and Collectibles for putting up with me and giving me the time to scan everything. The full periscope piece is on the Other Artwork page for prosperity purposes.
- 0.115u2: Changed visible area to 352x240.
- 0.115u1: Aaron Giles added crosshairs, stereo sound and panning to SeaWolf II samples. Changed Z80 CPU clock speed to 1789772 Hz, VSync to 60.054442 Hz and palettesize to 512 colors. Removed Paddle control.
- 0.78u4: Derrick Renaud added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav - from Seawolf).
- 0.37b1: Changed 8-way Joystick to Paddle.
- 28th March 2000: Nicola Salmoria added better emulation of Astrocade hardware palette registers, affecting Extra Bases, Seawolf 2 and Robby Roto.
- 0.35RC2: Changed visible area to 320x204.
- 0.28: Mike Balfour added high score saving to Seawolf II.
- 0.27: Mike Coates tidied up the wow driver, added definable keys to most games, and joystick & 2 player support to Seawolf II.
- 0.26: Mike Coates added support for SeaWolf II. Game is playable with wrong colors and no sound. Control: Arrows = Left/Right move cross and CTRL = Fire.

LEVELS: 1 (endless)

Romset: 8 kb / 4 files / 5.87 zip
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