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Snap Jack

 
Arcade
Arcade
Platform:

Snap Jack

| 1982
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Notes:
Release type:
Developer: Universal
Controls/Input Device: Control(joy8way), Buttons(2)
Number of Players: 2
Rating:
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Music:
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SoundMix: Mono
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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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Romset: 2016 kb / 8 files / 457.8 zip


Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Snap Jack (c) 1982 Universal.

Guide a dot-munching, long-jumping, leg-stretching character through right-to-left scrolling scenes of hills and tunnels. Avoid squid-type-things, giant fish, and the kettles and boots on the overhead conveyor. This game is a cross between "Pac-Man" and "Scramble".

- TECHNICAL -

Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Texas Instruments SN76496 (@ 4 Mhz)

Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32

Players : 2
Control : 8-way joystick
Buttons : 2

- TRIVIA -

Released in May 1982 in Japan.

- PORTS -

* Computers :
Commodore C64 (1984, "Wheelin' Wallie")

- CONTRIBUTE -

Edit this entry: http://www.arcade-history.com/?&page=detail&id=2479&o=2


Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
60000000 0000 00000000 00000000 -------------------------------------------------------------
60000000 0000 00000000 00000000 The No S/S collisions cheat turns off sprite to sprite
60000000 0000 00000000 00000000 collisions but you must disable it during jumps! Watch your
60000000 0000 00000000 00000000 head as sprite to background collisions are still active
60000000 0000 00000000 00000000 -------------------------------------------------------------
00000000 6200 00000080 FFFFFFFF No S/S collisions (see note)
00000000 6017 00000002 FFFFFFFF Infinite Lives PL1
00000000 6018 00000002 FFFFFFFF Infinite Lives PL2

Credit Pugsy's MAME Cheat file
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