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Arcade
Arcade
Platform:

Tac/Scan

| 1982
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Notes:
Release type:
Units produced: Sega
Controls/Input Device: Control(dial), Buttons(2)
Number of Players: 1
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SoundMix: Mono
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Tac/Scan VGMuseum Game Endings
Tac/Scan on CAESAR
Tac/Scan high score and replay at MARP
Tac/Scan on datObase
MAME folder name: tacscan

Display: vector x @ 40.00Hz (40.00 pixclock)
Sound: 1 channels

Emulated in MAME via driver segag80v.c:
Status: imperfect; Emulation: good
Graphic: good; Sound: imperfect; Color: good
Palette size: 0; Savestate: unsupported

Roms:
1670c.prom-u1 with 2048kb
sha1:f22c215d7558e00366fec5092abb51c670468f8c crc:98de6fd5
1671a.prom-u2 with 2048kb
sha1:70093ef56e0784173a06da1ac781bb9d8c4e7fc5 crc:dc400074
1672a.prom-u3 with 2048kb
sha1:200119260f78bb1c5389707b3ceedfbc1ae43549 crc:2caf6f7e
1673a.prom-u4 with 2048kb
sha1:3189f8061961d90a52339c855c06e81f4537fb2b crc:1495ce3d
1674a.prom-u5 with 2048kb
sha1:b2d9241d83d175ead4da36d7311a41a5f972e06a crc:ab7fc5d9
1675a.prom-u6 with 2048kb
sha1:78a3f1e4a905515330d4737ac38576ac6e0d8611 crc:cf5e5016
1676a.prom-u7 with 2048kb
sha1:0f4ef5c7fe299ad20fa4637260282a733f1cf461 crc:b61a3ab3
1677a.prom-u8 with 2048kb
sha1:8e8d8830f17b9fa6d45d98108ca02d90c29de574 crc:bc0273b1
1678b.prom-u9 with 2048kb
sha1:2de7c121ad847e51a10cb1b81aec84cc44a3d04c crc:7894da98
1679a.prom-u10 with 2048kb
sha1:db4d5675b53ff2bbaf70090fd064e98862f4ad33 crc:db865654
1680a.prom-u11 with 2048kb
sha1:74101806439c9faeba88ffe573fa4f93ffa0ba3c crc:2c2454de
1681a.prom-u12 with 2048kb
sha1:bc981620ebbfbe4e32b3b4d00504475634454c57 crc:77028885
1682a.prom-u13 with 2048kb
sha1:26219b7a26f818fee2fe579ec6fb0b16c6bf056f crc:babe5cf1
1683a.prom-u14 with 2048kb
sha1:19854cb2741ba37c11ae6d429fa6c17ff930f5e5 crc:1b98b618
1684a.prom-u15 with 2048kb
sha1:f1e886f4f71b0f6f2c11fb8b4921c3452fc9b2c0 crc:cb3ded3b
1685a.prom-u16 with 2048kb
sha1:ee22c1fe0c8df90d9215175104f8a796c3d2aed3 crc:43016a79
1686a.prom-u17 with 2048kb
sha1:cadc95b869f5bf5dba7f03dfe5ae64a50899cced crc:a4397772
1687a.prom-u18 with 2048kb
sha1:7f3795a05d5651c90cdcd4d00c46d05178b433ea crc:002f3bc4
1688a.prom-u19 with 2048kb
sha1:3a5ea4526db417b9e00b24b019c1c6016773c9e7 crc:0326d87a
1709a.prom-u20 with 2048kb
sha1:dce95a862af0c6b67fb76b99fee0523d53b7551c crc:f35ed1ec
1710a.prom-u21 with 2048kb
sha1:89731c7c88d0125a11368d707f566eb53c783266 crc:6203be22
1711a.cpu-u25 with 2048kb
sha1:256c5441a4841441501c9b7bcf09e0e99e8dd671 crc:0da13158
pr-82.cpu-u15 with 32kb
sha1:49dbcbb607079a182d7eb396c0da097166ea91c9 crc:c609b79e
s-c.xyt-u39 with 1024kb
sha1:61f43126fdcfc230638ed47085ae037a098e6781 crc:56484d19
Mameinfo.dat entry:
0.37b10 [Yochizo]


WIP:

- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.


LEVELS: 8 (restarts once)


Other Emulators:

* FB Alpha

* JFF

* Raine


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Tatsujin (Tourvision PCE bootleg)

Truxton II / Tatsujin Oh

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Vimana

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Final Star Force

Galmedes

Gunlock

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Fever SOS

Mars Matrix: Hyper Solid Shooting


Romset: 2016 kb / 8 files / 457.8 zip


Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Tac/Scan (c) 1982 Sega.

Tac/Scan is a 1 or 2-player alternate action game, displayed via Sega's Color X-Y video system. Commanding unprecedented firepower, the player maneuvers seven fighter ships in a squadron formation. All seven ships fire at once when the Fire button is pressed, producing a spectacular missile salvo.

The object of the game is to accumulate points by destroying incoming enemy ships while dodging fireballs launched by these enemies. Tac/Scan presents the space battle from two entirely different perspective views in the course of the game, with visually exciting transition sequences interconnecting the two views.

The player begins the game with a seven-ship formation, and a supply of reserve ships which are shown above the player score on the screen. The number of reserve ships at the beginning of the game is switch selectable. An Add Ship button placed next to the Fire button transfers one of the reserve ships in the squadron formation. Where the reserve ships are placed is shown by a half-intensity fighter in the formation. This 'add ship' position continuously cycles between the empty squadron positions, and the advanced player will time the Add Ship function to place squadron fighters at preferred positions.

A player fighter is blown up by contact with either an enemy ship or an enemy fireball. Whenever all seven ship positions become empty the game is over, even if there are remaining reserve fighters shown above the player score. Thus the player must continuously judge when to add reserve fighters by using the Add Ship button. Add them too early, and they might be depleted too fast; use them too late and you risk ending the game with reserve fighters left over.

There is an additional way to add ships to the squadron. During the course of the action, player fighter ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire does not blow up friendly fighters--only enemy ships.

Tac/Scan begins with a top view of the battle. For the first ten seconds the player shoots at enemy ships without having to worry about return fire. After this 'warm-up' period, game play escalates dramatically. During this first phase, a different type of enemy appears just after two of the player fighters fly onto the screen. This is the Stinger, which flits around the field and shoots a deadly laser. This ship is a high priority target, since if not dealt with, it will pick off all of the squadron ships and end the game.

When the player attempts to dock a friendly fighter into the squadron formation, he or she has the choice of any of the empty ship positions shown in the squadron. A special feature occurs when the player ship docks into the front-most ship position (marked with a red 'cursor'). Thin causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.

At the end of the first phase (the top view) the squadron ships regroup, and a dramatic transition sequence takes the player into phase two. This sequence consists of the fighters rising and enlarging in size, then turning into the screen, lighting afterburners, and proceeding to fly forward to continue the battle. The enemy ships now appear far off in the distance, and grow in size as they approach the player's squadron. The player is given chances to rendezvous with friendly fighters, as in phase one.

At the end of this second phase, a space tunnel appears on the screen, and the player uses the rotary control to steer the squadron formation through the tunnel. Any fighter which hits a side wall of the tunnel explodes on contact. A triangular guide is shown during this sequence to show the player where his triangular ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.

Once out of the space tunnel, the player resumes with the second round. This is a more difficult top view battle, as at the beginning of the game. Tac/Scan proceeds with multiple two-phase rounds (phase one is the top view, phase two is the rear view) until all squadron ships are lost.

A switch option allows bonus reserve chips to he added with certain score values. The factory set option is to add one reserve ship every 30,000 points.

Regardless of the number of squadron ships on the screen, there are always seven missiles at a time available to the player. If there are seven ships on the screen (a full squadron), pressing the Fire button launches all seven at once. Another push of the Fire button cancels the seven in flight and launches seven new ones. If the squadron is not full, the seven missiles can be independently targeted. For example, with a single ship, seven missiles can be fired in seven directions, and only when the eighth is shot is the first one terminated (if it is still on the screen).

The 2-player game is played with players alternating after successful negotiation of the space tunnel. Whenever a player is eliminated, the other player continues and finishes the game.

- TECHNICAL -

Sega G80 vector hardware

Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)

Screen orientation : Vertical

Players : 2
Control : dial
Buttons : 2

- TRIVIA -

Tac/Scan was released during November 1982. It was the only Sega vector game to use a vertically mounted (portrait) monitor.

- SCORING -

Rounds 1 through 7 :
Enemy ships : 100 points X round number.
Stingers : 1,000 points X round number.

Rounds 8 and above :
Enemy ships : 800 points.
Stingers : 8,000 points.

Destroying 2 enemy ships with a single missile salvo doubles the point values.

Destroying 3 enemy ships with a single missile salvo triples the point values.

- TIPS AND TRICKS -

* The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off 2 of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).

* Wave one in Tac/Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).

* Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.

* The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.

- PORTS -

* Consoles :
Atari 2600 [US] (1982)
Colecovision [US] (Unreleased prototype)
Sony PlayStation 2 [US] (November 7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]"
Sony PlayStation 2 [EU] (February 2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]"
Sony PlayStation 2 [AU] (February 8, 2007) as an unlockable extra in "Sega Mega Drive Collection"

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2810&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 E0DC 00000001 FFFFFFFF Always have ship 1
00000000 E0E6 00000001 FFFFFFFF Always have ship 2
00000000 E0F0 00000001 FFFFFFFF Always have ship 3
00000000 E0FA 00000001 FFFFFFFF Always have ship 4
00000000 E104 00000001 FFFFFFFF Always have ship 5
00000000 E10E 00000001 FFFFFFFF Always have ship 6
00000000 E118 00000001 FFFFFFFF Always have ship 7
60000000 0000 00000000 00000000
00000000 CAA2 00000008 FFFFFFFF Infinite Ships PL1
00000000 CAA3 00000008 FFFFFFFF Infinite Ships PL2

Credit Pugsy's MAME Cheat file
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