Sea Wolf (set 2)
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). Your submarine can shoot 5 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).
Ajouter
Technique
CPU
- maincpu 8080 (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 224
- Fréquence 59.541985 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 1
- Type de contrôle positional
Les clones de Sea Wolf (set 2)
Si vous avez aimé Sea Wolf (set 2)
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- Battle of Atlantis (set 1)
- Depthcharge
- Destroyer (version O2)
- Fire One
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- In The Hunt (World)
- Invinco / Deep Scan
- Mariner
- Minesweeper
- N-Sub (upright)
- Navarone
- Polaris (Latest version)
- Sauro
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- Subs
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- Up Scope
- Wolf Pack (prototype)
Sea Wolf (set 2) et M.A.M.E.
0.33b3 [Al Kossow, Brad Oliver]
Artwork available
Samples required
WIP:
- 0.147u2: hap added Sea Wolf internal artwork.
- 31st October 2011: Mr. Do - Grab the file for Seawolf. I took the uncropped artwork from the "other" page and stuck them in there, for reference.
- 0.139u4: Siftware added clone Sea Wolf (set 2). Changed parent description to 'Sea Wolf (set 1)'.
- 25th November 2007: Mr. Do - Gregf pointed out some pretty good Sea Wolf videos, so I've adjusted the overlay accordingly. You can simply grab the LAY file and put that in your current file.
- 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for gray-code devices like Seawolf. This makes gray-code controls easy to enter without custom handlers. Modified crosshair code to be based on real scaling, see Seawolf for an example. It can now also have multiple crosshairs on one input port if needed. Updated Seawolf to use the new PORT_REMAP_TABLE. Removed Paddle control.
- 0.111u5: Zsolt Vasvari fixed typo and a bug with the Sea Wolf lamps.
- 28th January 2007: Mr. Do - Big news for today is full lamps in Sea Wolf. Big thanks goes to Zsolt for updating the driver to support them, Gene at Vintage Arcade Superstore for letting me tear apart the cab, and Jcroach for vectoring the two explosion lamps used. Oh, and I did the rest. The full pieces of both the explosion-lamps and the periscope piece can't actually be used as they are, so they have been added to the Other Artwork page. Currently, MAME supports custom cursors, but not per game, and they are scaled down. For this reason, we currently can't recreate the full periscope sight. For now, I created a crosshair that matches it which you can download from the (newly renamed) Supplemental Artwork page. Simply extract the file to your artwork directory. Note that if you do this, it will replace the default crosshair in MAME for ALL games that use a crosshair. Also, it appears blue in-game because of the blue overlay used in the game. On the explosion-lamp piece, there are sixteen different lamps, which use two distinct designs, which are in the artwork file. If you take a look at the full piece, you'll notice that there are ever-so-slight variances between two lamps with the same design. So why didn't we re-create all sixteen individual lamps "in the name of accuracy?" One, because the details are so small you can't really tell the difference while playing in-game. Two, that's why I include the full piece on the Other Artwork page. You'll also notice that on the full piece, the lamps aren't lined up straight, but they are in the LAY file. I'm "concjecturing" that because of the way the screen is viewed in the real game (shined onto the glass, which is viewed through the periscope), they end up lined up in the player's point of view. There are two views: Periscope View and Outside Bezel View. The default view is now without the bezel, because this is how the player would have actually viewed the game while playing. The Outside View is how it would have looked to a spectator watching. In reality, you would not be able to see the torpedo lamps this way, but they have been included anyway for playability. The lamps are set as a backdrop in this view, so if you would rather play in this view "more realistically", simply turn off backdrops for that view.
- 0.111u4: Zsolt Vasvari and Derrick Renaud added lamp outputs to Sea Wolf. Changed 8080 CPU1 clock speed to 1996800 Hz. Fixed 'Game Time' and 'Extended Time At' dipswitches. Added 'Enable Reset High Score' dipswitch.
- 26th November 2006: Mr. Do - Seawolf artwork, thanks to the loan by Vintage Arcade Superstore, thanks to cleanup by Addy, blows the old .ART version out of the water. Other parts of the artwork (gunsight, torpedo lamps) to come later.
- 18th August 2003: New recorded samples for Seawolf.
- 0.66: Added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav).
- 1st March 2003: Keith Wilkins and Derrick Renaud submitted a large update to the discrete sound system, adding discrete sound to Canyon Bomber, Polaris, Sprint, Sprint 2, Ultra Tank and samples to Circus, Clowns and Sea Wolf.
- 21st January 2003: Derrick Renaud added sample sounds (that are not yet recorded) to the Circus, Clowns and Seawolf drivers and added blue background artwork and coin counter to Seawolf.
- 0.36RC2: Removed 3rd player.
- 0.33b3: Al Kossow and Brad Oliver added Sea Wolf (Midway 1976).
Other Emulators:
* Laser
Romset: 4 kb / 4 files / 3.45 zip
Artwork available
Samples required
WIP:
- 0.147u2: hap added Sea Wolf internal artwork.
- 31st October 2011: Mr. Do - Grab the file for Seawolf. I took the uncropped artwork from the "other" page and stuck them in there, for reference.
- 0.139u4: Siftware added clone Sea Wolf (set 2). Changed parent description to 'Sea Wolf (set 1)'.
- 25th November 2007: Mr. Do - Gregf pointed out some pretty good Sea Wolf videos, so I've adjusted the overlay accordingly. You can simply grab the LAY file and put that in your current file.
- 0.112u1: Input system changes [Derrick Renaud]: Added new IPT_POSITIONAL control type. This is for gray-code devices like Seawolf. This makes gray-code controls easy to enter without custom handlers. Modified crosshair code to be based on real scaling, see Seawolf for an example. It can now also have multiple crosshairs on one input port if needed. Updated Seawolf to use the new PORT_REMAP_TABLE. Removed Paddle control.
- 0.111u5: Zsolt Vasvari fixed typo and a bug with the Sea Wolf lamps.
- 28th January 2007: Mr. Do - Big news for today is full lamps in Sea Wolf. Big thanks goes to Zsolt for updating the driver to support them, Gene at Vintage Arcade Superstore for letting me tear apart the cab, and Jcroach for vectoring the two explosion lamps used. Oh, and I did the rest. The full pieces of both the explosion-lamps and the periscope piece can't actually be used as they are, so they have been added to the Other Artwork page. Currently, MAME supports custom cursors, but not per game, and they are scaled down. For this reason, we currently can't recreate the full periscope sight. For now, I created a crosshair that matches it which you can download from the (newly renamed) Supplemental Artwork page. Simply extract the file to your artwork directory. Note that if you do this, it will replace the default crosshair in MAME for ALL games that use a crosshair. Also, it appears blue in-game because of the blue overlay used in the game. On the explosion-lamp piece, there are sixteen different lamps, which use two distinct designs, which are in the artwork file. If you take a look at the full piece, you'll notice that there are ever-so-slight variances between two lamps with the same design. So why didn't we re-create all sixteen individual lamps "in the name of accuracy?" One, because the details are so small you can't really tell the difference while playing in-game. Two, that's why I include the full piece on the Other Artwork page. You'll also notice that on the full piece, the lamps aren't lined up straight, but they are in the LAY file. I'm "concjecturing" that because of the way the screen is viewed in the real game (shined onto the glass, which is viewed through the periscope), they end up lined up in the player's point of view. There are two views: Periscope View and Outside Bezel View. The default view is now without the bezel, because this is how the player would have actually viewed the game while playing. The Outside View is how it would have looked to a spectator watching. In reality, you would not be able to see the torpedo lamps this way, but they have been included anyway for playability. The lamps are set as a backdrop in this view, so if you would rather play in this view "more realistically", simply turn off backdrops for that view.
- 0.111u4: Zsolt Vasvari and Derrick Renaud added lamp outputs to Sea Wolf. Changed 8080 CPU1 clock speed to 1996800 Hz. Fixed 'Game Time' and 'Extended Time At' dipswitches. Added 'Enable Reset High Score' dipswitch.
- 26th November 2006: Mr. Do - Seawolf artwork, thanks to the loan by Vintage Arcade Superstore, thanks to cleanup by Addy, blows the old .ART version out of the water. Other parts of the artwork (gunsight, torpedo lamps) to come later.
- 18th August 2003: New recorded samples for Seawolf.
- 0.66: Added Samples sound (shiphit, torpedo, dive, sonar and minehit.wav).
- 1st March 2003: Keith Wilkins and Derrick Renaud submitted a large update to the discrete sound system, adding discrete sound to Canyon Bomber, Polaris, Sprint, Sprint 2, Ultra Tank and samples to Circus, Clowns and Sea Wolf.
- 21st January 2003: Derrick Renaud added sample sounds (that are not yet recorded) to the Circus, Clowns and Seawolf drivers and added blue background artwork and coin counter to Seawolf.
- 0.36RC2: Removed 3rd player.
- 0.33b3: Al Kossow and Brad Oliver added Sea Wolf (Midway 1976).
Other Emulators:
* Laser
Romset: 4 kb / 4 files / 3.45 zip