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Tac/Scan

 
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Tac/Scan

| 1982
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Developer: Sega
Controls/Input Device: Control(dial), Buttons(2)
Number of Players: 1
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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
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:
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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