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Arcade
Arcade
Platform:

Embargo

| 1977
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Notes:
Release type:
Units produced: Cinematronics
Controls/Input Device: Control(dial), Buttons(1)
Number of Players: 4
Rating:
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Embargo VGMuseum Game Endings
Embargo on CAESAR
Embargo high score and replay at MARP
Embargo on datObase
MAME folder name: embargo

Display: raster 256x240 @ 60.00Hz (60.00 pixclock)
Sound: 0 channels

Emulated in MAME via driver embargo.c:
Status: preliminary; Emulation: good
Graphic: good; Sound: preliminary; Color: good
Palette size: 0; Savestate: supported

Roms:
emb1 with 512kb
sha1:67018a20d7694618123499640f041fb518ea29fa crc:00dcbc24
emb2 with 512kb
sha1:b933095087cd4fe10f12fd244606aaaed1c31bca crc:e7069b11
emb3 with 512kb
sha1:a8f6d1063927106f44c43f64c26b52c07c5450df crc:1af7a966
emb4 with 512kb
sha1:895784ec543f1c73ced5f37751a26cb3305030f3 crc:d9c75da0
emb5 with 512kb
sha1:2e6c196b240cef92799f83deef2b1c501c01f9c9 crc:15960b58
emb6 with 512kb
sha1:ad3736ec7617ecb902ea686055e55203be1ea5fd crc:7ba23058
emb7 with 512kb
sha1:5432ae1c167e774c47f06ffd0e8acf801891dee1 crc:6d46a593
emb8 with 512kb
sha1:317aacc9022596a2af0f3b399fe119fe9c8c1679 crc:f0b00634
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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Final Star Force

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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:
Embargo (c) 1977 Cinematronics.

Embargo is a one to four player blocking genre game. Each player must deposit a coin. There is a stylized map of Cuba (with a canal through the center) in the middle of the screen. There are four boats, one in each corner of the screen. If there were less than four players then the computer played the remainder. As the boats sail out they leave a continuous trail of mines behind. The players can control the direction and, with a single button, stop two mines from being laid in every twelve.

Each time a boat hits another boat, a mine, the screen edge or Cuba, it explodes and the surviving boats each get one point. This continues until zero or one boat is left. (If two boats collide they both blow up.) I believe there were four rounds per game. The strategy was to block off as much open water as you could while leaving a hole in your line of mines so you could double back and duck through it.

- TECHNICAL -

The display was a standard NTSC raster black-and-white monitor. The main logic board used a Signetics 2650 8-bit microprocessor chip.

The video timing was generated using TTL SSI synchronous counters and standard logic gates.

The sound board was separate from the main logic board. The explosion sound was based on a pseudo-random number generator which used a resistor ladder to generate something approximating white noise (although many thought it sounded like someone coughing). There was a single tone generator as well as gating logic, all controlled by the main logic board.

The four directional control knobs were encoded using standard 12 position make-before-break wafer switches that had the detent ball removed. Each had a matrix of diodes attached which generated a 4-bit Gray code.

Main CPU : S2650 (@ 625 Khz)

Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2

Players : 4
Control : dial
Buttons : 4 (1 for each player)

- TRIVIA -

This was Cinematronics third game and first original game design. It took about 9 months from concept to production. The game was not a hit and only sold well in Florida. Space Wars was the next game and launched a golden age for the company.

- STAFF -

Game Concept: Jim Pearce
Hardware & Software Design: Robert Shaver

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=751&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 1EAC 00000009 FFFFFFFF Infinite Rounds Left
00000000 1E5F 00000000 FFFFFFFF Wins Always = 0 PL1
00000000 1E60 00000000 FFFFFFFF Wins Always = 0 PL2
00000000 1E61 00000000 FFFFFFFF Wins Always = 0 PL3
00000000 1E62 00000000 FFFFFFFF Wins Always = 0 PL4

Credit Pugsy's MAME Cheat file
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